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  VBOs vs SpriteBatch  (Read 754 times)
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Offline kingroka123

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« Posted 2013-07-09 17:40:50 »

Okay so I'm learning libgdx and I'm wondering what would be better, using VBOs or the SpriteBatch thing. I don't really understand VBOs yet but it's within my understanding that it reduces the number of draw calls for an object, right? I really don't know but SpriteBatch is more like regular Java2D stuff and is a lot easier to use. so my question is, if I want to make a 2D game engine (which is my ultamate goal of learning Libgdx) like GameMaker, which should i use? Thanks, sorry for the noob stuff  Smiley

Offline davedes
« Reply #1 - Posted 2013-07-09 18:18:15 »

VBOs is just a way of pushing data to the GPU. SpriteBatch is an "abstraction" on top of VBOs and Vertex Arrays to make things easier for you. Instead of hundreds of lines of boilerplate, you are just writing a few lines to draw something.

SpriteBatch is highly optimized and well suited for most 2D games. Performance should be fine.

LibGDX also has some other "high level" features like Scene2D, which allow you to render images (and GUI elements) without touching things like SpriteBatch or "projection matrices."

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