Chapter 12. Performance and Optimizations

In this chapter, we will cover the following recipes:

  • Profiling your application with VisualVM
  • Using Libgdx features to avoid garbage collection
  • Avoiding unnecessary render calls with frustum culling

Introduction

Developing games is not just dealing with images and the way they interact with the user and their environment. There are a lot of considerations to take into account in order to publish a professional game.

This chapter covers some basic tips to improve your application's performance and, in this way, reach a homogeneous user experience on all target platforms.

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