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1  Discussions / General Discussions / libGDX Jam on: 2015-11-04 14:41:38

i decided to do a month long libGDX jam! We got sponsors (RoboVM, Robotality, who'll provide prizes (mac mini, ipad, ipod, steam keys) and support the jam (jam system by We are currently generating theme ideas, hop over to this spreadsheet and let your creative juices flow.

Here's how it will work.

Theme Voting
One week before the jam begins (12th of December), the community can vote on one of 5 themes, selected from the spreadsheet above.

On the 19th of December, the jam begins. Teams and solo folks sign up at for the jam and begin jamming. Games need to fit the theme and need to be written using libGDX. 3rd party libraries and tools are allowed and encouraged. 3rd party assets are allowed and encouraged. Reskinning an existing game is not allowed, though we obviously can't prove that.

We actively encourage participants to document their journey in form of dev log entries in a libGDX forum thread and on Twitter. Some prices will be handed out to submissions with the best dev log and twitter participation.

Final voting & prizes
After the jam ends (18th of January), the community can vote the winner on Voting will be open to the general public, all you need is an account.

The winner of the community voting will receive the grand prize, a Mac Mini.

The two participants with the most active dev logs and twitter updates will win the second (iPad) and third (iPod touch) prices. Since we want to be nice to our sponsors, we ask tweets to contain our sponsors twitter handles. Such a tweet could look like this: "New dev log entry for my #libGDXJam game! @robotality @robovm".

Finally, we'll randomly select 20 submissions which will get an awesome steam key for Robotality's Halfway.

Here's why handing out prizes works like that:

  • Make people aim for quality to win the grand prize
  • Give everyone a chance to win something, either by documenting their journey, or being chosen at random
  • Give back to the sponsors by promoting them on Twitter

All of this is not cast in stone just yet, so i'm happy to hear your thoughts.
2  Discussions / General Discussions / RoboVM 1.0 Beta released - Debugging & JUnit support on: 2014-12-08 17:10:22
I've been working with Trillian AB, creators of RoboVM for the past few months. Today i'm happy to announce that our first beta release is out! It features a preliminary version of the debugger, and JUnit support. We also updated the iOS API bindings for iOS 8.

We are doing a beta key invitation kinda thing. See the announcement. Would be great if we could count some of you as guine^H^H^H^H beta testers!
3  Discussions / Miscellaneous Topics / Who's using RoboVM? on: 2014-10-09 08:20:13
As some may know, i joined RoboVM a few months ago. The team's currently working hard on getting a 1.0 release out the door. We'd like to get feedback and thoughts from you folks on where you think we should take RoboVM. If you can find 2 minutes to spare, we'd be very happy if you could give this survey some attention. We can of course also discuss things here.

Thanks for any input.
4  Java Game APIs & Engines / Android / Re: Libgdx android activity lifecycle on: 2014-05-04 07:51:08
* resize: the docs say resize can be called at any time. this is what you see., reason being that Android's EGL implementations are a little silly.

* same thing, resize may be called at any time, depending on the platform.

* i guess we should explicitely mention to save state in pause. the desktop app behaviour is wonky though!

you should report such things on the tracker so we can have a look and possibly fix things.
5  Java Game APIs & Engines / Engines, Libraries and Tools / Re: packr - package your apps for the deskop on: 2014-05-02 18:09:33
Improved things a little more. You can now also specify files/folders that should be packaged. Still working on the tree shaking, but it will evenutally be integrated. See
6  Java Game APIs & Engines / Engines, Libraries and Tools / Re: packr - package your apps for the deskop on: 2014-05-01 22:17:33
Doesn't do it atm, but you can always send a PR. The JAR isn't packaged with the exe but kept separate.
7  Java Game APIs & Engines / Engines, Libraries and Tools / packr - package your apps for the deskop on: 2014-05-01 22:04:44

Takes a platform, a JDK (containing a JRE), your JAR and a json file specifying the VM args and packages it for either Windows (folder), Linux (folder) or Mac OS X (App Bundle). The package will contain a native executable so your app kinda looks like a native app. It will invoke the bundled JRE using the arguments specified in the config.json file.

I'll add tree shaking and icon support when i have more time, PRs welcome. Feel free to laugh at my horrible C/C++.
8  Java Game APIs & Engines / Android / Re: Libgdx android activity lifecycle on: 2014-04-30 12:38:44
What's wonky about this?
9  Games Center / Android Showcase / Re: [LibGdx Android] Bearded Punch Man -penguin punching, beard loving, retro mayhem on: 2014-04-19 09:45:21
that was rather funny Smiley
10  Discussions / General Discussions / Re: Best lwjgl game graphically? on: 2014-03-20 23:31:51
I met one of the Robotality brothers at Eurogamer last year - a cute beardy gnome, sort of like Chaz Smiley Really nice guy.

Cas Smiley

I'll print out your message, and frame it. I'll then hand it to Stefan next time we have a pint in London. He'll love this description :p
11  Discussions / General Discussions / Re: JDK 8 is released on: 2014-03-20 23:24:39
'm awaiting with interest when the same sorts of things inevitably turn up in JavaScript.

Cas Smiley

i have a feeling that day isn't so far away. It will be glorious.
12  Discussions / General Discussions / Re: Best lwjgl game graphically? on: 2014-03-19 13:27:03
My vote goes to Halfway as well (libgdx and LWJGL unite :p)
13  Game Development / Shared Code / Re: Green Threads on: 2014-03-02 23:22:33
I could mavenize this and add it to our Jenkins instance. Same for the mapped buffer stuff. If only those things worked with Android/RoboVm, Stupid Android,
14  Java Game APIs & Engines / OpenGL Development / Re: Double VBO no performance increase or decrease? on: 2014-01-18 13:30:58
Seems to be useless on the desktop these days, but can work miricals on mobile GPUs
15  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Libgdx overcoming color limitations? on: 2014-01-18 13:23:48
There seems to be more going on. I remember writting a simple JNI method to replace intToFloat, but the JNI bridge seemed to have inserted some magic that checks for NaN and modifies the value.

Also, this behaviour is not limited to Oracle's VM. Dalvik exhibits the same behaviour, and that uses a modified Harmony class library. Can anyone try with Excelsior?

Who's gonna flip the bat sign switch?
16  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Libgdx overcoming color limitations? on: 2014-01-17 23:19:29
Good, i thought i needed my crazy pills again...
17  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Libgdx overcoming color limitations? on: 2014-01-17 22:36:37
We pack the 32-bit int into a float. Not the other way around. Reason: vertices are stored in a float array, then copied to a direct buffer. Why not go with the direct buffer only? Cause Android is a turd, the direct buffer implementation is broken, and crossing the native/VM bridge for every int/float/byte costs to much compared to composing the data in primitive arrays then copying it to a direct buffer, then uploading it to the GPU. It's sad really.

edit: actually, those methods going from int to float do modify the value, they aren't NOPs.
edit2: what you said makes total sense, so i wrote a tiny little test it's been a very long time since we worked on this, and i can't remember why we had to mask things.
18  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3 - Wiki and a progress update on: 2013-11-21 19:34:40
Awesome stuff, we'll definitely switch to 3 as soon as you consider it stable. Little worried about the problems we had with GLFW on Mac OS X. Nate send some patches, and i think the main author also did some fixes. Hoping for the best.

Thanks for all the hard work!
19  Java Game APIs & Engines / Engines, Libraries and Tools / libgdx 0.9.9 released on: 2013-11-03 14:48:46
Highlights are the new 3D api, the RoboVM backend and Maven/Gradle support. For a full list of changes see

I'd really like to thank all the folks making up our dev team and community, many of which frequent JGO. Thanks for making this project a joy to work on Smiley
20  Java Game APIs & Engines / OpenGL Development / Re: Is it possible to support skeletal animations without shaders? on: 2013-10-19 19:38:33
The matrix palette extension allows you to upload multiple matrices and the have the gpu transform your vertices with them. all in fixed function.

ahain, not worth the trouble. transform on the cpu, then upload just like you do with morphs. eventually switch to the programmable pipeline Smiley
21  Java Game APIs & Engines / OpenGL Development / Re: Is it possible to support skeletal animations without shaders? on: 2013-10-18 18:40:43
Sure it's possible. The process is quite the same. Calculate all bone matrices on the Cpu, then instead of applying them via a vertex shader on the Gpu, apply them to the vertices on the Cpu, the upload the transformed vertices via a vertex array or streaming vbo. Note that on some GL ES chips there's a matrix palette extensiom available for fixed function, probably available on some desktopm gpus as well. Bit limited.

Downsides to Cpu side skinning: transforms are usually slower, and you need to reupload transformed vertices for each model instance every frame.
22  Discussions / General Discussions / Re: Java-Gaming at Minecon on: 2013-10-15 18:08:17
Just chiming in here. Libgdx is definitelynot for absolute beginners. Java2D is fine, a better option may be Slick2D (though that's pretty much dead) or flixel-gdx, which is the Flash Flixel API on top of libgdx, super easy, possibly even more so than slick.

i think the hardest part will be recommending a development environment. Eclipse/IntelliJ/Netbeans are really daunting for beginners. I believe it's a good idea to research the easiest way for newbies to jumpstart themselves in terms of setting up and working with the dev environment. a simple beginner friendly guide would be nice.

best of luck with your efforts. awesome that you guys want to bring more folks into the game dev circle!
23  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LibGDX ModelBuilder on: 2013-10-03 18:58:19
Nobody interleaves geometry for you  neither LWJGL nor JME, but ModelBuilder and Mesh can help you do that. See the source davedes posted on how it's done with the new 3D API... For what it's worth, when used with knowledge, it easily beats JME especially on mobile. Doesn't have a scene graph API though, but that's useless for voxels anyways.
24  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL3 moves to GLFW? on: 2013-09-22 13:10:27
I for one welcome the change.But as Nate stated, GLFW has it's issues too, so testing will be needed. Also not sold on the code generator yet. Maybe the GL header parserwehave in JGLFW can help with the extensions?
25  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Deprecating libgdx Xamarin.iOS backend, welcome RoboVM (PSA) on: 2013-09-07 08:51:56
I don't think the Xamarin guys will care Smiley
26  Java Game APIs & Engines / Engines, Libraries and Tools / Deprecating libgdx Xamarin.iOS backend, welcome RoboVM (PSA) on: 2013-09-07 00:25:45
We are deprecating the Xamarin.iOS based libgdx backend in favor of the RoboVM backend. Biggest reason being the constant struggles fixing issues that arise from Xamarin updates. You can find out more details, including a deprecation plan, pros and cons here.

I'd appreciate any feedback on the deprecation plan. It would also be lovely if you could spread the word about this.
27  Java Game APIs & Engines / Engines, Libraries and Tools / Re: is okay dev path: first write -desktop with lwjgl, then convert to android? on: 2013-08-07 08:00:46
AudioDevice allows stereo playback. The latency is as good as it gets on Android (read horrible). The only other API on Android you can use is OpenSL, which has the exact same latency as AudioDevice.

Regarding GL: if you stick to OpenGL ES functionality on the desktop you'll be fine. But it's extremely easy to mes up.

There's a reason why gdx exists Smiley
28  Discussions / Miscellaneous Topics / Re: Ouya: So ... what happened? on: 2013-07-28 22:02:12
I see it like Kev, hard to tell how it will turn out down the road. My biggest concern is that the team is either overwhelmed or doesn't know what it's doing. E.g. most of the software they released (end user UI, ODK) was pretty horrible, with a lot of newbie errors. It seems they neither got proper Android nor Unity guys on their team. The Unity SDK has been a special trainwreck from day one, and still isn't really good (sending input events as json string, then wondering why Mono's GC would go mad, and why there's input lag...). Then there's the whole "oh crap we forgot the pause button" fiasco. Everything smells amateur, and that's not a good sign. Finally, the way they treated backers in terms of info, especially in the last few months before the retail release was really bad.

My bet is on something by Google, see Chromecast.

29  Discussions / General Discussions / Re: Netbeans 7.4 still bugs with Libgdx ( video ) on: 2013-07-27 21:02:04
I thought you packaged the native libraries in a JAR, I saw something called gdx-natives???.jar Then, maybe Netbeans moves these JARs somewhere, it would explain why the OpenAL libraries can't be located.

Anyway, this bug doesn't concern all backends for desktop environment as JogAmp automatically extracts and loads the correct native libraries without relying on the library path except as a fallback solution when the smartest mechanism fails or is disabled.

please stop spreading misinformation, we do exactly what you say jogamp does as well.
30  Discussions / General Discussions / Re: Netbeans 7.4 still bugs with Libgdx ( video ) on: 2013-07-24 19:07:36
Wrong, libgdx manages the silly native lib path for you automatically. Including the LWJGL binaries.
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