Jump to content

View more

Image of the Day

Adding some finishing touches...
Follow us for more
#screenshotsaturday #indiedev... by #MakeGoodGames https://t.co/Otbwywbm3a
IOTD | Top Screenshots

The latest, straight to your Inbox.

Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.

Sign up now

Any other libGDX users around gdnet?

4: Adsense

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
5 replies to this topic

#1 boolean   Members   

Posted 16 October 2013 - 08:16 PM

Hey all


I'm curious how many others here are using libGDX. I usually post on their official forums, but I'm wondering if there are enough libgdx users around gdnet to post here instead. I've seen a few people post libgdx questions but they were all a while back. 


Anyone from around here completed any games? WIP?


libGDX users, assemble!





Spectragate Blog, or follow me on the twitter machine for random game development shenanigans.

#2 Luckless   Members   

Posted 16 October 2013 - 08:51 PM

I've poked around it awhile ago, and was strongly considering it for several games, but they are all on the back burner for other things.

Old Username: Talroth
If your signature on a web forum takes up more space than your average post, then you are doing things wrong.

#3 AaronWizardstar   Members   


Posted 30 October 2013 - 07:03 PM

I've started looking at libgdx this month.


It piqued my interest mainly because it's supposed to have a built-in GUI library, something sorely lacking in many game libraries. Its documentation leaves something to be desired though. For example, setting up a UI apparently requires you to initialize a Skin, which is defined by a texture atlas and a JSON data file, but I haven't seen an explanation on how to write this data file. I get the impression that most users are copying the skin data file and texture atlas from one of libgdx's example projects and just tweak the atlas.

Edit: No wait, the Skin doc is right here. A bit sparse, but not completely hopeless.


libgdx also seems to have had an update to its API, so a few online tutorials are now out of date.

Edited by AaronWizardstar, 30 October 2013 - 07:23 PM.

#4 tychon   Members   


Posted 30 October 2013 - 10:50 PM

I used libgdx for an Ouya title at the last Global Game Jam. Documentation was the biggest issue I ran into with it. That and a small bug in their included version of Box2D, but that's not really libgdx's fault. It seems capable enough for the few times I've used it, but aside from that and a few throwaway projects, I don't have a whole lot of experience with it.


So, I'm assembled, I guess?

#5 Petter Hansson   Members   


Posted 03 November 2013 - 04:02 AM

Tried it three years ago for a hobby project, ran into issues with its limited 3D model loading capabilities at that time. And yeah, pretty large holes in the docs as well.

#6 minibutmany   Members   

Posted 03 November 2013 - 06:50 PM

I've been using it for a few months since Slick kinda went underground. I used it on the recent week of awesome contest, and plan on using it for the upcoming Ludum Dare.

I agree the documentation is pretty bad, and it is annoying that the origin for graphics is in the bottom left corner, but for mouse coordinates it is in the top left.

Stay gold, Pony Boy.

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.