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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Paul Benedict Jabines

HELP! in Android Game Development.

5 posts in this topic

Thank you for the reply.
I really appreciate your reply. thanks 100 times. What i understand is that libgdx or game engine makes your life easier in coding. game engine uses shading language. while shaders like opengl, makes your code become longer or shall i say, hassle?
is this right?

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If you use LibGDX or another engine, you'll still need to write your own shaders. OpenGL is a graphics library (Open Graphics Library). It lets you render using the power of the GPU. It is not, in itself, a shader. It can, however, use shaders to make pretty effects. Wiki has a nice reading on Shaders that you might want to check out. Depending on what you want to do, shaders aren't necessary.

 

LibGDX and other libraries or engines are there to extend OpenGL. In itself, OpenGL can tell the GPU to render things. It doesn't have window management, asset loading/management, sound (OpenAL does that), input handling, or anything else. It just draws. What LibGDX and other frameworks and engines do is give you access to (by handling) those things that OpenGL doesn't do alone.

Edited by David.M
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Ok. I understand now. THanks for clarifying. So there are things that opengl cant do which libgdx can do. Nice. Thanks for the reply

You're still missing the point. OpenGL is ONLY meant for graphics. While LibGDX is meant for everything: physics, graphics, input, output, files, sounds, fonts etc. It handles all the low level stuff for you. Though I personaly don't like to use this kind of library, because I can learn much more when I do it by my own hands. But if you want to quickly make a game, LibGDX is for you.

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