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5

For a simple 2D engine with sprites, a single-threaded approach is perfectly good. But since you want to learn how to do multithreading, you should learn to do it correctly. Do not Use 2 threads that run more or less lock-step, implementing a single-threaded behavior with several threads. This has the same level of parallelism (zero) but adds overhead ...


3

I am not sure what you want to achieve by limiting the FPS of the Update and Render both to 60. If you limit them to the same value, you could have just put them in the same thread. The goal when separating Update and Render in different threads is to have both "almost" independent of one another, so that the GPU can render 500 FPS and the Update logic ...


1

I'm not exactly sure what you want to hear, but I think deferred lighting is still the best for many light sources. The way you do that is that first you gather all the geometry properties by rendering the scene without any lighting at all. You basically render the scene in 4 versions into a buffer called G-Buffer: color, normal, depth, position. You may ...


1

Your MyGdxGame class' render method doesn't do anything. It should call GameScreen.render() to render. Some comments about style: Variable names should be lower-case on their first letter (gameScreen not GameScreen) Please fix your formatting next time Suppressing warnings should be done carefully; they're usually indicative of a problem that may bite ...



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