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Game Development / Newbie & Debugging Questions / Re: [Final Decision] LWJGL or LIBGDX
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on: 2013-05-04 20:09:28
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@alaslipknot We power about 3.5% of all installed Android apps. 2% of the top apps. http://www.appbrain.com/stats/libraries/details/libgdx/libgdx We are on par with Unity on that platform. Even Google uses libgdx for their augmented reality game Ingress. We also have a few games on steam, and had strong usage in the last ludum dare. For a Java game dev library, that's pretty neat, and much more than i ever expected.</ad> On the topic: i'm of the opinion that you should know what you do. There's nothing wrong with learning OpenGL. Whether you do that with LWJGL, JOGL, libgdx (You can accesss OpenGL ES 1/2 in a cross-platform manner) doesn't matter. davedes has a very nice lightweight lib for LWJGL that you can use if libgdx is to much of a hassle to setup. You'll be limited to the desktop, and will miss more advanced features, but that's enough to play around with rendering techniques. Concerning the setup hassles: i hear you. That's what you get if you try to deploy to more than just the desktop. I personally do not thing that the burden is that big, order of installation is JDK, Eclipse, Android SDK/ADT, GWT, and optionally Xamarin.iOS. Not a lot we can do about that. For those who want to only develop for the desktop, that's easy as well. Don't use the setup ui, create a new project and link to gdx.jar, gdx-natives.jar, gdx-backend-lwjgl.jar and gdx-backend-lwjgl.jar. Add a second source folder that contains your assets and off you go. TL;DR: learning low-level stuff is awesome and will make you a better person. What tech you chose does not matter a single bit.
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Discussions / General Discussions / Re: Why don't many of you sell your games?
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on: 2013-04-14 14:37:17
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heh, it was a joke i've been making since the KS ended, usually multiple times a week on gtalk or when you stayed at my place. i know how much money's left over after all parties take their share, and it's not something i aspire to. I'm quite happy with how things are, and certainly not bitter 
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Java Game APIs & Engines / Engines, Libraries and Tools / Re: Is Slick2D still recommended or is libgdx the way to go?
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on: 2013-03-16 22:18:56
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Awesome! That's actually feedback that's constructive and will help us improve. "It's a mess" doesn't. A few thoughts and links in the mean-time: We do not break APIs lightly. The tilemap API has been in its old state for about 2 years. We announced the change 2 weeks before we pushed things to master. We wrote an extensive wiki article and provided a total of 5 different examples, including a platformer in 300 LOC. All of those are linked to from the announcement on the blog as well as the wiki. API changes are always handled like this. We first announce upcoming changes on the blog, we link to the discussion about the API change in the forum, and once live, we post another blog post with the details, and usually a link to the Wiki. The user-wiki hasn't been maintained in a year. It was never official, and the core team never had any involvement in it. I should contact the original maintainer and ask him to link to the official wiki. I'm afraid i can't solve the Google ranking issue. All available documentation (wiki, javadocs, example code in the repo, external tutorials) are linked to from the documenation page. That is kept up to date, authors of 3rd party tutorials are generally asked to update their tutorials if necessary (we don't always get a reply). Your first check should be the official wiki, then the javadocs, then the forums and/or IRC. I try extremely hard to make all development as transparent and traceable as possible. Eventually it's up to the user to read the available information, especially the one specifying where updates are posted. All that being said, nothing is perfect, and our docs are far from being perfect. We keep improving things, but please realize that we do this in our sparetime, and if folks fail to read, there's not a lot we can do.
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Discussions / General Discussions / Google Summer of Code & libgdx, feedback wanted
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on: 2013-02-24 01:40:26
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Hi, a few of us libgdx contributors conspired and thought it would be a fun idea to try to take part in this year's Google Summer of Code. Google essentially sponsors students for 3 full months to work on OSS projects for which they handed in a proposal. You can read about our motivation and plan at http://www.badlogicgames.com/wordpress/?p=2877What i'd like to get is feedback on whether you think this is actually worth it, whether you'd be interested to take part as a mentor or student, and also write about any creative ideas for projects you can come up with. You can either post your feedback here or over on our forums (as linked to from the blog post). Thanks a bunch, Mario
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Discussions / General Discussions / Re: JavaSE for iOS/Android to feature JavaFX
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on: 2013-02-14 12:46:06
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I bet they use Zero on iOS. Reason being that JavaFX "does all the heavy lifting on the GPU", which is of course bullshit. I also wonder how interop with native UI APIs is meant to be done, e.g. integration of IAP dialogs, advertisement etc. If they ship their own VM on Android, that might be an interesting excercise in frustration, having both Dalvik and their VM coexist and communicate.
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Discussions / General Discussions / Re: RoboVM - LLVM based Java ahead-of-time compiler for Mac, Linux, iOS
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on: 2013-01-27 02:42:09
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Played around with it some more. Couple of observations: - uses Android's/Harmony's class library, so all limitations of that apply (no AWT/Swing, inferior implementation compared to Sun's)
- One assembly file is generated per class, with straight mappings to Java class methods etc. Looks like this:
 - Previously compiled and unmodified classes are cached, recompilation of a project is very fast for native compilation (way faster than what i experience with MonoTouch, could just be me doing something stupid though...).
- JNI is supported to a degree that all of our libgdx core JNI code works (haven't tested the bullet wrapper yet though). Just needs to be compiled as a static lib and everything works out of the box. This actually worked on first try, i'm still surprised
 - The resulting binary is pretty big at least on my test target, elf32. It's about 12mb.
- Loading classpath resources works, as oposed to the IKVM/MonoTouch solution
- Debug symbols are emitted for the assembly code generated, meaning you can somewhat comfortably debug assembly. Better than nothing, e.g. what you get with Avian
- Building binaries is very easy compared to Avian, together with the fast recompilation that's a huge plus.
I'm gonna try write an experimental libgdx backend with this for Linux, Mac OS X and iOS. Not a fullblown one, just enough to get all the demo games somewhat running. If that works out i'll invest time to write a proper backend. TL;DR: looks promising, still waiting for the first crash.
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