1. The whole library uses OpenGL, but in difference to something else, you don't have to "learn" OpenGL, due to the fact, that you could use SpriteBatch & Textures and so on. So you don't have to explicity code some openGL.
(Maybe a little bit like glClear(GL10.GL_COLOR_BUFFER_BIT), but it's not so much.)
2. Yes and no. You can structure your code like you did in slick. But you have to implement it into the libGdx-Framework (like 'Game' if your main class extends from it).
3. When you use Screens it have a render method (where you can also update), show and hide methods ("what must be done, if the window is not in the foreground?" etc.), resume and stop methods, which you have to overwrite or just implement your own class into it.
4. I don't know any, but maybe some other users do.
PS: Excuse me for my bad english. My english teacher can't really teach and I'm too lazy doing it in my free space... ^^
N1ghtDr34m3rMember Since 19 Aug 2012
Offline Last Active May 21 2013 03:10 PM
- Group Members
- Active Posts 13
- Profile Views 687
- Member Title Member
- Age Age Unknown
- Birthday Birthday Unknown
- Website URL http://www.nightdreamer-productions.com
No latest visitors to show