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1  Game Development / Newbie & Debugging Questions / Re: design pattern to avoid exponential number of extensions on: 2016-01-27 01:26:13
When you get a chance and can possibly post your recent coding efforts I'd be glad to do a code review and see if there are any suggestions I can offer.  Are you targeting JDK 8?
2  Game Development / Newbie & Debugging Questions / Re: design pattern to avoid exponential number of extensions on: 2016-01-25 01:26:51
composition > inheritance   Cool
3  Game Development / Newbie & Debugging Questions / Re: Modern OpenGL & Shaders on: 2016-01-23 09:58:13
Yes, though this has been the case for many years w/ GL at this point. You manage your own matrix stack as necessary.
4  Game Development / Game Play & Game Design / Re: Is a Binaural Sound Engine in Java possible? on: 2016-01-23 09:48:02
I saw something related to this on Reddit a few weeks ago. http://www.devdungeon.com/content/binaural-beats-java.

A slight further derailment ahead...  Grin In this case 'binaural' as with two ears is the only connection per se and not connected with binaural spatialization. But this does stoke another passion of mine which is tuning systems. Beating insofar as acoustics is concerned is something we hear daily with Western temperament (12 TET). I'm a big fan of just intonation and microtonal music in general. A convenient example at this time of the beating that we are faced with daily is this Youtube clip w/ nice visual display...   Roll Eyes
5  Game Development / Game Play & Game Design / Re: Is a Binaural Sound Engine in Java possible? on: 2016-01-22 07:24:54
Small necro here.. I took a week off around the new year and didn't get back to this..  Roll Eyes

@nsigma Why yes.. Will check out your efforts more soon! I'll probably take a look at your gstreamer integration which I'll likely use for initial testing my video engine efforts w/ Vulkan on the desktop.  Glad to hear that someone capable is dealing with the Java bindings for Jack! Grin

No issue with that!  You seemed to be saying that running audio in a separate process was beneficial / the only way to make best use of multi-core, without really saying why processes rather than threads.  It's a more complicated way of working which can offer benefits in certain cases, sure, but not sure I'd advocate it as the go-to solution in all cases.  I am genuinely interested in your reasoning.

I was just pointing out that using SuperCollider you get audio in a separate process "for free". Indeed a bit more complicated per se, but not really bad. In moving my library / framework / engine work towards being highly multithreaded I favor in general protocols much more over standard APIs.

In regard to the OP and desire to have realistic audio. With using SuperCollider it would be darn neat to work with Ambisonics. In particular to "I also of course could adjust this pan to match my head movement." One of the fantastic properties of Ambisonics is that when things are in the encoded state all one has to do is multiply the rotation matrix of the players head and this will automatically rotate the entire audio scene. No need to track individual sounds and move them around. Also Ambisonics can be decoded to binaural audio or discrete speaker arrangements.

It actually was neat to read that OpenAL Soft uses Ambisonics internally to provide better results, but this is an internal implementation detail. On a quick review of the HRTF example code it shows manually moving a sound around. I'm not sure if you can provide a rotation matrix as described above to apply to the frame of reference which would manipulate the internal Ambisonic implementation rotating the entire audio scene. It would be neat if that is possible with OpenAL Soft.

>Would you agree libraries like nanomsg are pointless given that scaling is done through sockets and multiple processes coordinating?
No, why?

Ahh.. Was just a rhetorical question as I didn't understand where you were coming from with the multi-thread / process angle.  Grin

Original poster! Have you made any progress?
6  Discussions / General Discussions / Re: Android to move to OpenJDK????? on: 2016-01-12 00:50:13
I'm excited because if we might get proper sun.misc.Unsafe access that is if it can play nice with ART I suppose. I'm keen for that as we might finally get the Distruptor on Android which couldn't come at a better time with conceivable Vulkan support in Android N. That is the dream at least...
7  Game Development / Game Play & Game Design / Re: Is a Binaural Sound Engine in Java possible? on: 2015-12-28 15:32:00
>I'm not sure having a native bound audio engine in or out of process would make much difference?

Historically audio hasn't been a deep experience for games. There is quite a bit possible pushing things forward where it would be handy as long as there is no cache thrashing; re: measure. Granted my interest is rather involved having a 32 speaker hemisphere to work with for high order Ambisonics with a bunch of multichannel convolution reverb and real time synthesis potentially running in addition to loops / one off samples. www.egrsoftware.com for picts. Now if only audio / music-tech could actually pay SF rents; :: sigh ::

If you're doing status quo audio for a typical game scenario then there is no real benefit.

> I'm trying to understand why you said running audio in a separate process is to do with multi-core?

Let's flip this around.. How is it not?

I simply was pointing out that working with SuperCollider server as a headless audio engine grants this out of the box. Take it or leave it...

I mean why do anything such as switch to Vulkan if not for the multi-core architecture possibilities (why yes with threads!).

>RE: OSC - I am questioning why you'd want to code with it when you can make use of a native library with proper Java bindings.

SuperCollider.... It really has been "the" most advanced open source audio engine for many years now.

>JCollider is LGPL!

Well... http://www.sciss.de/jcollider/  says it's GPL, but indeed LGPL is listed on the Github page. Most of his other work is GPL.. Of course one is always free to negotiate a different license with any GPL author if there is a benefit.

>why is running code in multiple processes better than multiple threads?

So the squabble is over T_O_mato / Tom_A_to? In the use case mentioned (SuperCollider) it's just how things are...

Would you agree libraries like nanomsg are pointless given that scaling is done through sockets and multiple processes coordinating?
8  Game Development / Game Play & Game Design / Re: Is a Binaural Sound Engine in Java possible? on: 2015-12-28 13:13:30
>Despite what some others have said, Java itself is great for coding real-time audio processing, learning DSP, etc.

Uh... I think you misunderstood what I was specifically getting at above. If you want to play around with Java for audio go ahead. I had fun making VST plugins with Java back in the day and of course we're talking ~'05 - '08 for that and zippy it was... Totally possible. Run wild in fact.

If you're making a game engine especially one that is taxing in graphics, physics, AI, etc. then it's clear splitting off audio to a separate process is _potentially_ beneficial definitely if one is also doing heavy audio processing; like anything else measure and adjust if necessary.

>why the hell anyone would prefer OSC I don't know!

Zillion times better than MIDI having it's start ~15+ years after the last MIDI spec and obviously much faster.. Floating point resolution for control values and much more. It's just a well defined network protocol. What do you think is better than OSC for audio control data and such?

Yeah.. Too bad JCollider is GPL and in a seemingly defunct state. Indeed I have a whole Java OSC / Supercollider framework; will actually be dusting it off soon. The JCollider fellow contacted me back in the day if I was going to release my efforts before he got started. Glad to see the fellow continue w/ ScalaCollider, but all of his stuff looks to be under GPL.

>Trying to work out if that sentence makes any sense?!  Wink

I think you're just pulling my leg...

>I don't see why this statement has anything to with multi-core?

Whether you launch a separate VM or have an audio engine running in a separate process the benefit is reducing the work done in main game engine / VM process. Let the OS figure it out.
9  Game Development / Game Play & Game Design / Re: Is a Binaural Sound Engine in Java possible? on: 2015-12-27 04:12:21
Yea, I might switch to C++ or something. Of course I think I saw that SuperCollider is js. It's somewhat easy to port code from js to Java. I did it once with a sonic communication library. Got the encoder working. The decoder will be another story.
Thanks guys!

A quick note SuperCollider is not JS and the server and language (sclang) is done in C/C++. The nice thing though is that you can just use the server as a headless real time audio engine and interface with it via OSC / Open Sound Control / IE use UDP networking to localhost from the Java game engine. This has the benefit of running heavy audio loads in a separate process from any game engine which is great in the multi-core world of today. I totally can vouch that this is a solution for high quality real time audio w/ low overhead control from Java.

For simplicity though try OpenAL first especially if using LWJGL and if that doesn't give you the result you're looking for then consider SuperCollider. Anything beyond that will start moving down the sub-optimum direction of using Java for a complete game engine + simultaneous audio processing which is especially undesirable if sharing a single JVM instance for it. Could it work.. Sure... But...

I'm sure there are other native audio engines to choose from as well with Java bindings. FMOD being the historically popular one for a lot of game dev and various Java bindings are around over the years.
10  Game Development / Game Play & Game Design / Re: Is a Binaural Sound Engine in Java possible? on: 2015-12-26 09:12:05
Sure... Indirectly at least. I'd bundle your game with SuperCollider and punt all audio processing to an instance of SC Server running and interface with it over OSC / the network essentially. This is how TyphonRT started in '03 to create significantly more expressive GUIs for SC, but I also experimented with creating a game engine and having SC run surround sound via Ambisonics (which can also be delivered as binaural simultaneously) a while back. You could even get super fancy and get a Soundfield microphone and blow people away by mixing real life 3D audio w/ synthesized aspects as well. Since SC has stable versions of the audio server for all desktop OSes this is a realistic option. Java itself.. Yah no... Sort of I guess.. At least that is how I'd go about doing something detailed with audio for a real time game.
11  Java Game APIs & Engines / OpenGL Development / Re: GL_MAX_UNIFORM_BLOCK_SIZE meaning? on: 2015-12-21 07:15:06
While I chilled out on working w/ modern GL while waiting for Vulkan to drop I don't have firsthand experience, but dug up these links / info.

It seems GL_MAX_UNIFORM_BLOCK_SIZE is the limit of what can be bound and is addressable and you can have a much larger buffer allocated; see 'TheChubu' comment here:
http://www.gamedev.net/topic/673534-instancing-and-the-various-ways-to-supply-per-instance-data/

Also good discussion between vendors here:
http://www.yosoygames.com.ar/wp/2015/01/uniform-buffers-vs-texture-buffers-the-2015-edition/

Are you getting 16 kB for GL_MAX_UNIFORM_BLOCK_SIZE w/ NVidia card?  Seems like the common NVidia value is 64kB.

Good luck!
12  Discussions / General Discussions / Re: Does anyone here have paid apps on the google play store? on: 2015-12-19 02:50:24
I'd be more worried about creating something people want to buy. That and figuring out a way to not list your home address as the business entity is more of a concern to me at least in regard to the current rules for paid apps on Google Play. Ultimately you'll want to hire an accountant ($350-500 a year) to help you file your taxes if you make any significant income. Having a separate bank account for your business is pertinent and makes it easier to keep an itemized list of what you spent for business use and income generated; rent (which you don't have?) + buying equipment reduces your tax burden, etc. You'll likely have to accrue $40k-50k+ back federal taxes before you really become a target, so don't worry at all as 9 cents will not have anyone knocking on your door. Always pay your state taxes every year as they'll come after you right away; but even with that the major way they'll do that is if you get an actual W-2 employee job IE withholding on paychecks. A good accountant helps a ton in all of these matters; I lucked out on finding a good one and it's been a huge help. As far as business entity a sole proprietorship is fine and even then it's not too important per se. Don't worry about LLC / Inc; I wasted $4k+ on paying minimum LLC fees for my state taxes for several years that were pointless. Bringing it all around though well you got to create something people want to buy so focus on that first.
13  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Good tutorials teaching how to use Nifty in LWJGL? on: 2015-12-14 22:19:37
@KaiHH  I think porting blendish / OUI to Java as a 3rd party library using the LWJGL NanoVG bindings would be best as it's rather specific and requires larger amount of resources that aren't appropriate for LWJGL inclusion due to the size of the blender icon SVG resources. It shouldn't be too bad since there is a roadmap and working implementation to examine.
14  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Good tutorials teaching how to use Nifty in LWJGL? on: 2015-12-14 21:24:52
For those interested in investigating NanoVG for GUI applications perhaps checking out blendish / OUI is pertinent for inspiration.
15  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Nostalgic factor... my Artemis project... on: 2015-12-11 05:42:44
Well, you set the beast free at a good time when the topic was relatively hot and new to many. Due to Adam's (B^3) entity system blog posts not having a full blown implementation that more or less fell / defaulted to your effort at the time. As far as I'm aware there are no other public entity system implementations for Java that diverge from the general structure of what you put out with Artemis; Ashley for example borrows a lot at least when I read the code a while back on its launch. As far as Java goes for anyone interested in ES I point them to `@junkdog`'s effort with artemis-odb for something maintained and updated.

I've been sitting for years on a stable full blown component architecture / entity system implementation that differs from anything else out there. I'd love to get it out, but until I have some sort of breakthrough success that brings some monetary freedom for me I view a release as just helping the competition as sadly the developer tools / middleware market is not one I wish to play in for my livelihood. Sucks... When that day comes I'll definitely be releasing a metric ton of goodies. At least for me while I wait for Vulkan to drop I'm doing a lot of interesting Javascript / ES6 / JSPM / SystemJS library / framework work that I'm actively open sourcing and can't wait to publicize it in a month or so. Kind of nice to get something out there and simply released. It will be interesting if any of that spreads; we'll see...

So take pride that your summer of R&D spread so far and influenced so many ports and the introduction of entity system concepts to so many.
16  Java Game APIs & Engines / OpenGL Development / Re: Generating 3D models using a seed on: 2015-12-01 20:33:36
I'd gander that the fewer seeds or coefficient values you start with will result in a more geometrically constrained scene. Involving non-random sequences from a single seed value is possible. Take for instance the Hailstone sequence. Eventually it repeats & effectively ends. If you can store several seeds which feed generating functions / sequences that fit what is being modeled (the hard part) or variations of coefficients with constraints that feed into various more specific mathematical models certainly it's possible; the key being constraints.

One would want to stop at a certain point as speed still trumps uniqueness for real time rendering. IE generate X amount of models for a particular type of object then as things go reuse those models with variation (rotation, scale, texture, etc.) or combine / subdivide multiple models where applicable (easier with geometry shapes of course). For the latter here is a fun video for inspiration: https://vimeo.com/77829968

For natural objects a little digging came up with these resources:
https://en.wikipedia.org/wiki/Patterns_in_nature
http://mcfns.com/index.php/Journal/article/view/MCFNS.4%3A2
http://www.amazon.com/Branches-Natures-Patterns-Tapestry-Three/dp/0199604886
http://www.amazon.com/Shapes-Natures-Patterns-Tapestry-Three/dp/019960486X
http://www.amazon.com/Flow-Natures-Patterns-Tapestry-Three/dp/0199604878

Good luck.. ;P
17  Games Center / WIP games, tools & toy projects / Re: Questica -- A procedurally generated rpg adventure! on: 2015-11-18 12:52:42
I don't want to derail op's thread. But unless you require features from OpenGL 3+, just use 2.0.

This is what I'm advocating. Considering a mobile port I'd keep things to OpenGL / ES 2.0 min.

 Cool
18  Games Center / WIP games, tools & toy projects / Re: Questica -- A procedurally generated rpg adventure! on: 2015-11-18 08:30:20
I don't think I chimed in yet here, but keep it up; I like what I see.

Regarding OGL1 support and stuff; just don't... We're well past that point; even on mobile we were past that in ~2010 easily.

As far as a Kickstarter is concerned having done one myself which didn't tip where I spent a considerable amount on presentation / promo video I can say it's really important to make contacts in the press in general before launching a Kickstarter. I had to hunt down respectable bloggers and show them in person what I had done before anyone wrote about it. Heck I ran into Robert Scoble and he gave me a glowing review + posted an impromptu interview to 650k Facebook followers which only netted maybe 20 backers; it's tough. Since we're talking about a game in this case putting together a basic playable demo that is fun! and that you can send out to as many gaming press contacts as possible a month or so before the Kickstarter launch is pertinent. Maybe a starting town and surrounding area for essential game play. Send the playable demo and a nice video + overview to as many gaming press contacts that you can collect and even game / live streamers and make it clear that you are doing a Kickstarter to fund an effort that is well underway. Of course make a nice presentation for the Kickstarter assets, but what is going to bring attention is the pre-prep work you do with any gaming press prior. I learned the hard way starting with all cold contacts before Kickstarter launch. I think you got something here, so give it a shot!

Best of luck!

19  Java Game APIs & Engines / OpenGL Development / Re: Vulkan release imminent?! on: 2015-11-08 05:51:34
Seeing the update on the LunarG blog about some of them going to work with Google on Android brought a sigh of relief. Doing a quick "lunarg google" search on LinkedIn shows Jens Owen (LunarG executive director) now working with Google for the past month. So, hopefully things really do go down right with Android and I can err dial down my "pep talk" later this month..  Roll Eyes
20  Java Game APIs & Engines / OpenGL Development / Re: Vulkan release imminent?! on: 2015-11-08 01:42:17
Probably imminent. There is no doubt all major players have unreleased drivers... Let's see if it really does get out by the end of the year. I'm OK if they have to wait a month or two into '16 if it means something fully baked. I'm going to be doubling and quadrupling down on Vulkan. I couldn't give a damn if Apple isn't going to support it out of the gate. They aren't going to update their OpenGL API level support anytime soon either. My prediction is that it will take about 2-3 years after Vulkan's release for them to come around. I'm all in for Android and am specifically going to their Android Dev Summit later this month to beeline to whoever is responsible for the Vulkan implementation and give them a "don't f*** it up" pep talk..  Grin That or plead for me to be able to come down to the Google campus and test out the Android SDK bindings before they release it. They have a habit of not testing things as thoroughly as necessary for certain APIs like OpenGL/ES in the past. I'm banking on LWJGL having early support and getting things up and running on the desktop ASAP. @theagentd have you signed up for the LunarG announcements?
http://lunarg.com/vulkan/
21  Game Development / Performance Tuning / Re: Storing entity state in Map<String,Object> on: 2015-11-03 19:04:58
EDIT: ....and I now have a prototype no-per-field-coding reflection approach working!

Any reason you wouldn't use something like Kryo?
22  Game Development / Performance Tuning / Re: Storing entity state in Map<String,Object> on: 2015-11-03 10:21:38
Mimicking prototype based variables is far from poor man's component based.

How so? I wouldn't really connote it to "mimicking prototype" / prototypical inheritance ala Javascript. The basic Map<String, Object> store has nothing to do with being prototype based or prototype properties IMHO. Losing all typing in a typed language does not make it or mimic being prototypical.

As a side note while I've been waiting for Vulkan in the past 3 months I've been jamming on a lot of modern ES6 Javascript framework dev to get around the 30% tax for mobile apps for a new product. Hell hath frozen over and after 20 years I can now say I don't hate Javascript w/ a passion. With ES6 + JSPM / SystemJS for package management / modularization it's actually pretty neat.

I just realised @ags1 never quite mentioned what the actual use case was for the question.
If it's for modestly persistent storage (in-game entity hibernation) I'd use reflective serialization.

If it's just for serialization and @ags1 is sticking with OOP indeed this is the way to go for the normal use case and there are plenty of serialization libraries that support this well.

If @ags1 is taking a step towards the entity system / component architecture route ala implicit composition then indeed there are better solutions.
23  Game Development / Performance Tuning / Re: Storing entity state in Map<String,Object> on: 2015-11-03 06:19:19
@micecd Your reply is diverging from the OP topic which is a way to store / retrieve data with an emphasis on serialization.

I also should have commented on serialization aspects in my previous post as that is the goal of the OP. Of course by storing data using the Java type system aids serialization since one can use the type data during serialization and deserialization.

I probably should have given the simple code example as:
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public final <T> T getAs(@Nonnull Class<T> type) { ... }

public final <T> boolean set(@Nonnull Class<T> type, @Nonnull T object) { ... }


The "<T extends IComponent>" you misunderstood perhaps as there is no separate "ComponentType" class. It's just the Class of the object one is storing. In my CA (component architecture) I have a component interface (IComponent) which just provides a few extra methods for resetting state and recycling the component / basic house keeping on top of "Object" that makes something a "component" in the context of my CA.

The rest of your post diverges into other topics of which there are reasonable solutions in my CA, but are beyond discussing in this thread. I can agree with this though, "If you're going component architecture, you don't have to follow the articles everyone googles and follows."
24  Game Development / Performance Tuning / Re: Storing entity state in Map<String,Object> on: 2015-11-01 10:43:16
My take is that what we're talking about here is a "poor man's" component architecture implementation regardless of storing by strings or objects.

It ignores the main benefit of Java which is the Class / type system. I've gone down the full component architecture implementation path with TyphonRT.

A simplified / reduced example from the API:
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   public final <T extends IComponent> T getAs(@Nonnull Class<T> componentType) { ... }

   public final <T extends IComponent> boolean set(@Nonnull Class<T> componentType, @Nonnull T component) { ... }


   // Basic usage
   entity.set(Stuff.class, new Stuff());
   Stuff stuff = entity.getAs(Stuff.class);


The nice thing about using the type system to your advantage is that it allows type safety for setting and getting objects / components out of the container. In my efforts I also allow storage in a List by type and retrieving a protected iterator by type.

The big trouble spot for all Java entity systems / component architectures is the trick of storing multiple single components or collections by the same type. I've overcome that by some really fancy extensible enum tricks and generic method signatures for the component architecture API.

You can do:

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   // LEFT_ENGINE, RIGHT_ENGINE come from an extensible enum let's say `Engines` and statically imported. 

   entity.set(LEFT_ENGINE, new Engine());
   entity.set(RIGHT_ENGINE, new Engine());

   Engine engineLeft = entity.getAs(LEFT_ENGINE);
   Engine engineRight = entity.getAs(RIGHT_ENGINE);


So, in short for the OP. What you are doing is a pseudo solution and one that ignores the biggest benefit of Java which is the type system. I'd say take a look at the various entity system implementations out there. They are adequate, but not as far as things can actually be taken.

For now check out:
https://github.com/junkdog/artemis-odb
https://github.com/libgdx/ashley

One day I'll release the beast / TyphonRT...  Roll Eyes
25  Game Development / Performance Tuning / Re: Storing entity state in Map<String,Object> on: 2015-10-30 12:20:18
It's probably not horrendous since HashMap should be using hashCode and only do further checks if there is a clash. Since strings are immutable I gather the hash code is stored and not generated every time the method is called.

OpenJDK: http://grepcode.com/file/repository.grepcode.com/java/root/jdk/openjdk/8-b132/java/util/HashMap.java#336
26  Discussions / Miscellaneous Topics / Re: What are the viable alternatives to Sourceforge? on: 2015-10-29 13:04:22
I kind of skimmed this thread, but just to rule out the obvious perhaps try the Github Importer tool. SVN instructions as well.

https://help.github.com/articles/importing-your-project-to-github/

At least give it a try and if you don't want to use Github try another service after you've auto-imported and verified things on Github. It could possibly work with a little less stress than dealing with the CLI (though get used to that too eventually).
27  Discussions / General Discussions / Re: Cross platform GUI frameworks with an OpenGL canvas on: 2015-10-24 11:19:23
Never heard of it before, it looks really well done! Bookmarked their website for later. I am aiming more at 3D than 2D and since this editor is for 2D games I can not really do anything with it right now. Still thanks for your efforts.

Except taking the whole GUI / UI interface and architecture and make it your own. Just because the editor is 2D doesn't mean you don't have a whole UI / interface + lots of resources under the hood to get a good idea on how to create an asset pipeline and editor and have it working w/ LibGDX.  If you want to make it 3D then go for it and create a modified asset pipeline and loader, but the rest of the architecture seems pretty sound though I haven't taken a look at it in great detail. They are using Ashley which is an entity system implementation which is worth considering, so it should be possible to replace parts of the editor without too much difficulty. Read into why they switched to that and take a look as you'll probably find that the editor can go in a different direction in an easier manner than traditional OOP. It is well suited to make into whatever you want and you're not likely to find any other open source editor in Java w/ LibGDX that is better constructed.
28  Discussions / General Discussions / Re: Cross platform GUI frameworks with an OpenGL canvas on: 2015-10-24 00:02:55
I recommend checking out Overlap2D as it's an open source editor and built on LibGDX.  You'd have a real jump start taking a look at or working with their existing project and taking it to wherever you'd like.
https://github.com/UnderwaterApps/overlap2d
29  Game Development / Newbie & Debugging Questions / Re: Menu's , how not to brute force it? on: 2015-10-07 09:39:31
Have no idea how that will help me create menu's

Overlap2D is a "menu machine" and level editor. Check all the videos out on YouTube like this; just search for "Overlap2d"
https://www.youtube.com/watch?v=Z5lfUZeqcq0  Granted some of the videos are a year old now and they did a big overhaul of the editor runtime.

It exports all of the assets and configuration to a JSON file then has a runtime to load everything for you and you hook up actions to the buttons, etc. There are plenty of videos. I don't use it, but it looks neat especially if you are new to LibGDX...
30  Game Development / Newbie & Debugging Questions / Re: Menu's , how not to brute force it? on: 2015-10-07 00:18:47
Getting a better idea of your skill level and understanding of LibGDX I recommend checking out this UI / level editor. It works w/ LibGDX and looks neat.
http://overlap2d.com/
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List of Learning Resources
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