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Separate GUI and world in your libgdx game, and use frame buffer first-pass rendering to draw GUI as a single sprite.

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GUI Example with Event Bus

Rendering Text without pixellation

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This example shows how to render text and build a simple Graphic Interface on top of custom world-size rendering. Often, a separate camera is used for the HUD or interface, while another camera is used to render sprites and other game elements.

The example also shows how to create an Event manager, a commonly used pattern to manage events while avoiding tight-coupling. This is to eliminate the use of globals and makes game code much more maintainable.

Build with IntelliJ or Android Studio.

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Separate GUI and world in your libgdx game, and use frame buffer first-pass rendering to draw GUI as a single sprite.

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