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Glass_Knife

Member Since 08 Aug 2001
Offline Last Active Yesterday, 08:53 AM

#5310637 Java Developer , Should I use libGDX or Unity3d for cross platform game

Posted by on 13 September 2016 - 02:51 PM

 

Both libGDX and Unity try to solve the same problem.

 

  - How can you write your game once and deploy it to many different platforms.

 

The differences are:

* Unity is closed source with a company behind it trying to make money.  libGDX is an open source project.

* Unity uses C# or javascript-like language for scripts.  libGDX is Java.

* Unity compiles the projects to native code for all the platforms.  libGDX mostly does this, with Desktop applications being a Java jar and needing a JVM to run.

* Unity and libGDX both have a large community, but help for Unity problems will be easier to find.

 

I know that even though both of these engines say you can "write once, run anywhere" that is never the case.  There are always weird things on each platform that need to be handled.  But does that even matter?  If you just want to release on iOS and Android, it is probably nothing to worry about.

 

Last time I checked, ~50% of all iOS games are made with Unity.  Java has been on the decline for years now and isn't getting any better.  

I am currently using Unity for prototypes (even though I'm a Java fanboy).  

 

Hope this helps.

Actually i'm impressed with your response .. all of it refers to using libGDX .. but at the end i saw your phrase "I am currently using Unity for prototypes" .. my question is Why ? 

although of almost all of your works are built by JAVA and you have a book for 2D games in Java 

 

 

I am using Unity because I am working on only Desktop games (Mac, Windows, Linux) and I don't want them to need a jvm or have to worry about weird JDK/JVM issues with different versions.  I have not used libGDX much but it looks comparable to Unity.

 

There isn't a "right" answer here.  Use what you like.  If one is more appealing than another, then go with that. 


 

WozNZ   

 

Tebriel

 

 

Thank you so much .. my concern is about the graphic quality in libGDX , i saw the demos in libGDX by comparing the Graphics quality to those made by Unity .. i noticed some difference ? is that related to libGDX or to the design itself ? Also my 2nd concern is about making the animation effects , would it be easy to be done by libGDX like Unity3D ? or i'll face dark way until i do it ?

 

 

I'm not that familiar with libGDX, but Unity, for 2d, it doesn't really do anything special, so I would be surprised if libGDX couldn't match it for effects.  Though perhaps we should define what you mean by effects?  shaders?  animation frames?   Getting a good artist will make all the difference.

 

 

Honestly, if I was doing 2D iOS and Android games, I'd seriously consider Cocos2d

 

http://www.cocos2d.org/




#5310625 Java Developer , Should I use libGDX or Unity3d for cross platform game

Posted by on 13 September 2016 - 01:17 PM

Both libGDX and Unity try to solve the same problem.

 

  - How can you write your game once and deploy it to many different platforms.

 

The differences are:

* Unity is closed source with a company behind it trying to make money.  libGDX is an open source project.

* Unity uses C# or javascript-like language for scripts.  libGDX is Java.

* Unity compiles the projects to native code for all the platforms.  libGDX mostly does this, with Desktop applications being a Java jar and needing a JVM to run.

* Unity and libGDX both have a large community, but help for Unity problems will be easier to find.

 

I know that even though both of these engines say you can "write once, run anywhere" that is never the case.  There are always weird things on each platform that need to be handled.  But does that even matter?  If you just want to release on iOS and Android, it is probably nothing to worry about.

 

Last time I checked, ~50% of all iOS games are made with Unity.  Java has been on the decline for years now and isn't getting any better.  

I am currently using Unity for prototypes (even though I'm a Java fanboy).  

 

Hope this helps.




#5304255 Ide For Linux

Posted by on 05 August 2016 - 03:19 PM

+1 for QtCreator




#5301242 When you realize how dumb a bug is...

Posted by on 18 July 2016 - 12:44 PM

unsigned int x, y;
.
.
.
for( y == bmp->height-1; y >= 0; y-- ){
.
.
.
}


This one got me 16 years ago, I believe this one was my very first head banging frustration session we coders have come to embrace as an significant part of our life. (I was quite new to coding at the time.)

 

 

These bugs are the worst.  Just yesterday I wrote:

// squirrel script

local x = 42

if( x = position || falling ) {
   // do something
}

I just look right over the bug and usually don't find it until I start adding logging statements that don't make sense




#5299660 What Language Is Best For Game Programming?

Posted by on 07 July 2016 - 12:31 PM

So I've been thinking about game development, and have come to the conclusion that thats what I want to do with my life. Then, I decided that I should create one lol, and I looked at what I was going to be taking on, money, etc.

 

1. Please don't decide what to do with your life before you have tried it.  Never a good idea.

2. ApochPiQ's response is actually correct, so spend a little more time thinking about what it says.

3. You don't want to use different languages for different operating systems.

 

I get the sense that you do not have much programming experience?  How much programming have you done?

 

Making a game by yourself involves programming, game design, sound, music, art, writing, and a whole bunch of other things, so give it a try, but don't expect to make anything great the first time.  I do not know of ANY developer who's first game was any good.




#5299164 UI Design Layout

Posted by on 05 July 2016 - 08:21 AM

http://lmgtfy.com/?q=unity+ui+tutorial




#5298234 Why didn't somebody tell me?

Posted by on 27 June 2016 - 08:02 AM

The reason I don't use std in games is because I just allocate all the memory up front and use that.  I don't want to overload new/delete or have allocations happening all over the place.  I'd rather write my own collections and know that if the game starts up, it will never have any memory problems.




#5297577 I need some help...

Posted by on 22 June 2016 - 08:02 AM

Calling it a programming language is a misnomer.  It's not like learning a language.  If you learn German, but then everyone starts using Chinese for everything, then you would feel like you wasted your time, and you might think "Ah man, I should have learned Chinese."  But that's not what learning a programming language is like.  The langue is just a syntax.  A way to tell the computer what, where, when, and how to do something.  Someone who knows how to program can pick up a new language in a few days (or a few weeks, depending on how new/complicated it is).

 

Different languages exists to solve different problems.  But you have to start somewhere.  You can't just pick any language and learn it because you do not understand the core of programming: what, where, when, and how.  You learn that from any language.  Switching to new languages all the time without learning the foundation will keep you from making any progress.  In the past, I have used: C. C++, Java, python, Scheme, Go, Javascript, C#, and probably some others I don't remember.

 

 

Do not worry about learning the "right" language.  There is no right language, only the right langue for right now.  It changes all the time.  Python is a good choice because you can do Object Oriented, procedural, and functional.  Just stick with whatever you choose for at least a year.




#5297347 OpenGL like a PRO

Posted by on 20 June 2016 - 12:57 PM

Why is the text so big???

 

There is a post for this: http://www.gamedev.net/topic/667482-modern-opengl-tutorials/




#5296700 Why didn't somebody tell me?

Posted by on 15 June 2016 - 12:37 PM

http://rhope.retrodev.com/repos/blastem/file/4db1a2e5d8e6/render_sdl.c#l557

Is this some GNU extension or actually part of the standard? o_O

 

EDIT: it's in C99, but not C++... https://gcc.gnu.org/onlinedocs/gcc-3.3/gcc/Designated-Inits.html

 

I have seen this in code exactly "one" time and I have no idea where it was, but I had no idea what was going on.  Since then I've written some "stb" style libraries with ANSI C, and I was amazed at how many things C++ does that I just assumed was also in C but isn't.  Also, there are C only things like this that I like.




#5296333 When you were starting out...

Posted by on 13 June 2016 - 08:34 AM

I once took a class on doing taxes from the IRS.  His rule was: "If you haven't looked it up in the last five minutes, just look it up again."

A measure of a programmer is not being able to write a complete program on a white board from memory.  There may have been some changes to the API since you last used it.  Or something you use all the time changed awhile ago, and now there is an easier way to do it or a better code example that has extra stuff in it you've left out.

 

When I start coding, I always bring up the documentation to whatever I'm using before I start using it.  I've got MSDN, OpenGL, SDL, and a whole bunch of other stuff bookmarked waiting to be used.  The more you learn to read the documentation, the better you get at deciphering what it is trying to say.  Also, don't be afraid to download and link the source code for a library.  You can always read the source code, and you know it's up to date.




#5295968 Why didn't somebody tell me?

Posted by on 10 June 2016 - 08:58 AM

 

Something I've known for a long time and thought everyone knew:

 

When using Chrome, you can press Ctrl-Shift-T to reopen tabs you've just closed.

I wrote this on the previous page! Post #122

 

 

I tried searching for "Chrome ctrl t" and nothing came up.  I guess the search isn't always great.




#5295863 Why didn't somebody tell me?

Posted by on 09 June 2016 - 03:42 PM

Something I've known for a long time and thought everyone knew:

 

When using Chrome, you can press Ctrl-Shift-T to reopen tabs you've just closed.




#5293971 how to chose open_gl libary?

Posted by on 28 May 2016 - 03:45 PM

Throw a coin.

 

EDIT: Omg I downvoted GlassKnife by mistake, sorry!  :unsure:

 

I am sadness




#5293652 how to chose open_gl libary?

Posted by on 26 May 2016 - 01:46 PM

My latest OpenGL project, where I did all the graphics from scratch, used:

 

https://www.libsdl.org/ - SDL for window and input

https://github.com/nothings/stb - stb_image to save png files

http://glm.g-truc.net/0.9.7/index.html - glm library for math

http://glew.sourceforge.net/ - glew for loading the OpenGL version

 

I've had no problems with Windows, Linux, or Mac so far.  These things work well, but get out of your way and let you code.

 

As you learn more, you can replace these libraries with your own code if you really want to understand everything, but it's just too hard to start from scratch when you've never done this before.






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