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LibGDX 1.0 released

171 points| octopus | 12 years ago |badlogicgames.com | reply

34 comments

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[+] sdfjkl|12 years ago|reply
For those as ignorant of the Java/Android scene as me:

LibGDX is a game-development application framework written in Java with some C/C++ components for performance dependent code. It allows for the development of desktop and Android games by using the same code base. It is cross-platform, supporting Windows, Linux, Mac OS X, Android, WebGL enabled browser and iOS. -- https://en.wikipedia.org/wiki/Libgdx

[+] pplante|12 years ago|reply
I found LibGDX to be an incredible framework to quickly iterate with. I really miss working with it as much as I did in 2012. The core developers are some really great guys who are always willing to lend a hand. I probably wouldn't have finished Droid Towers if it wasn't for their continued encouragement.
[+] Kaedon|12 years ago|reply
Good timing! I just started working with libGDX yesterday with my little brother. We decided it would be better to use it than roll our own Java framework and I think that was the right choice. It's been fairly straight-forward to work through the install and demo game located here: https://github.com/libgdx/libgdx/wiki/A-simple-game
[+] bmoresbest55|12 years ago|reply
I used this framework back on version 0.95 for a school project. We started late (of course) and got stuck on an API call that we could not figure out. Emailed a dev at like 10 or 11pm and got a response. Act of heroism...
[+] Uehreka|12 years ago|reply
It wouldn't happen to have been an Asteroids clone with motion controls, would it?
[+] Rezo|12 years ago|reply
LibGDX is a lot of fun to work with, and a great way to target both Android and iOS with the same code base.

What you might not have thought of, is that you don't have to limit yourself to games. I created a successful productivity app entirely in LibGDX (shameless plug, https://play.google.com/store/apps/details?id=com.absoluteat...). Features common in games and LibGDX, such as the very good performance and the rich animation capabilities can add a bit of flair to an otherwise boring app and make it stand out from the crowd.

I see that with the 1.0 release, you can now even embed a LibGDX fragment into your otherwise 'native' Android app. I can see this being very useful for apps where you want to have your animated custom gauges and widgets surrounded by the native OS chrome.

[+] aaronsnoswell|12 years ago|reply
Been working with LibGDX since 2010 - I still remember buying the Newton physics game on my Motorola Droid. This was the best 2D Android game engine back then, and it still is in my opinion :) Congrats to the devs!
[+] z3phyr|12 years ago|reply
I would love to use this with clojure!
[+] Jach|12 years ago|reply
You can. https://github.com/libgdx/libgdx/wiki/Using-libgdx-with-Cloj... (Bounce Away is a pretty fun game that uses both.) The problem I'm waiting for someone else to solve though (and maybe I'll just make it a side-project one day...) is a more idiomatic Clojure interface to LibGDX. Something like PyGame would be pretty sweet too, though PyGame is wrapped around SDL and the whole "blitting" pattern of getting stuff to the screen (which doesn't care if you're writing functional, oop, or procedural code) doesn't really work outside of 2D games.
[+] octopus|12 years ago|reply
You already can, just be warned that if you use something different than Java you won't be able to export to the web. From my understanding (please correct me if I'm wrong) LibGDX converts only Java code to JavaScript and HTML5.
[+] nubbee|12 years ago|reply
I'd love to see a benchmark between LibGDX and OpenFL to test if either is noticeably faster on the various platforms they support.
[+] mentos|12 years ago|reply
Great framework, great developers! Really enjoyed reading the summary of their past 4 years, sounds like it was a really great ride.
[+] jokoon|12 years ago|reply
looks like a really big effort to make developing on android a better experience, by clumping libs together, rather than just a game engine. I was not able to find out if the scene2d thing has a partitioning algorithm of some sort. Maybe It's irrelevant for an android device ?

Seems like good stuff though. Sadly I don't really "like" java...

[+] pkuki|12 years ago|reply
You can also use Scala: https://github.com/pkukielka/stronghold-defense

The main problem which you will get with languages like Scala , Clojure and other functional languages on JVM is a lot of garbage generated during the execution. And garbage collector on Android isn't even remotely as effective as standard one. This often forces you to write code which is not really idiomatic and which rather resembles java. That is possible in Scala (I'm not sure about Clojure), but to some extend it defeats whole purpose of using something other than java.

Disclaimer: I'm the author of linked game.

[+] omarhegazy|12 years ago|reply
My favorite part about 1.0 is Gradle. No more Eclipse! Time to start writing my games in Emacs, maybe even Sublime Text ...

Great fucking work, guys! Congratulations.

[+] tosinaf|12 years ago|reply
It's a really good framework, just need to give it a chance.