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Fixing Bleeding in LibGdx’s TextureAtlas

This is a small post for a small problem. When using a texture atlas, bleeding might occur. Meaning that a region from the atlas might show half a pixel from bordering textures. It seems a common problem. When googling it, you find a lot of general OpenGL advice: Inset the region about half a pixel…

 

Code Generation in Gamedev: Tutorial with TileMapEditor as Example

For the development of Rope the Frog, we wanted to use an existing editor for level design. Existing tool usually means that you have to integrate a proprietary file format. In our case we chose TileMapEditor from mapeditor.org which produces an XML-based dialect. Somehow, our game had to learn to understand this XML format to actually draw…

 

A better OpenGL Video Capture with LibGdx

In our previous post we wrote about how to capture the video output when using LibGdx. The proposed solution is simple but not powerful enough. The problem is that it is impossible to capture high resolution videos at a high frame rate. In our project the proposed blocking solution was too slow resulting in an…

 

OpenGL Video Capture with LibGdx

Capturing your game’s OpenGL output as a screen-cast is challenging, especially if you want high frame rates. Screen capture tools like VLC player are unable to provide the required high frame rates. We have another, more low level solution tailored for applications written in LibGdx. We save each frame  to disk. Afterwards the particular images are encoded…

 
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