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  Should I switch over to libgdx? :/  (Read 636 times)
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Offline Delta517

Senior Member


Medals: 2
Projects: 1



« Posted 2013-06-06 14:52:21 »

So I'm working on a Java 2D overview type of game which Im planning to port over to Android later Smiley I have worked in pure Java now, but I've heard that using Libgdx might be the best choice because of the Androids performance and memory limitations :/

My question is if I should too this and do I have to rewrite alot of my code? Sad I have already made the player, enemies, animations, powerups, GUI and some more :/
Offline Troncoso

JGO Coder


Medals: 20



« Reply #1 - Posted 2013-06-06 15:23:14 »

Everyone will say yes, so yes.
Offline davedes
« Reply #2 - Posted 2013-06-06 15:39:00 »

Java2D doesn't support Android. Even if you were only targeting desktop, LibGDX is still a better choice.. Smiley

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Offline Delta517

Senior Member


Medals: 2
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« Reply #3 - Posted 2013-06-06 15:46:15 »

So should I just start a new project and start allover? :/ Seems to me that that would be the best option instead of using alot time on probably rewrite the whole thing...even though I really don't want too Tongue
Offline heisenbergman

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« Reply #4 - Posted 2013-06-06 15:54:01 »

LibGDX is pretty much the go-to framework for game development with Java these days. It's not too low-level in that you won't need to create your own engines for your game since it does all that heavy lifting for you, but at the same time it's not too high-level in that you still have ample amount of power and flexibility in terms of being able to create the mechanics you want your game to have and implementing it in the way that you want.

If you want something lower-level that LibGDX to work with - maybe if you want a deeper control and understanding of the inner-workings of your game, you might also want to take a look at LWJGL, which as it turns out, is what LibGDX is largely built on afaik.

You'll probably have to start all over, but I'd imagine some of the game-specific logic you already have coded will translate to the LibGDX or LWJGL version of what you're making.

Offline Delta517

Senior Member


Medals: 2
Projects: 1



« Reply #5 - Posted 2013-06-06 15:59:13 »

Yeah, Im going to start all over, but still keep the old code to see if I can reuse some of it Smiley I also have all my graphics done too so Tongue Now Im out looking for some good libgdx tutorials Smiley Do you guys happend to know any? Smiley
Offline ReBirth
« Reply #6 - Posted 2013-06-07 04:18:32 »

Learn from code is faster. Fetch some test classes from its repository. You can find it in "test" directory.

Offline Andre Lopes
« Reply #7 - Posted 2013-06-07 04:25:45 »

Yeah, Im going to start all over, but still keep the old code to see if I can reuse some of it Smiley I also have all my graphics done too so Tongue Now Im out looking for some good libgdx tutorials Smiley Do you guys happend to know any? Smiley

This :
https://code.google.com/p/libgdx/wiki/TableOfContents

This :
http://steigert.blogspot.com.br/2012/02/2-libgdx-tutorial-game-screens.html

or this?
:
http://www.javacodegeeks.com/2013/03/android-game-development-with-libgdx-collision-detection-part-4.html


Hope it helps :p

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