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  2D Engine  (Read 35266 times)
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Offline Blubu

Junior Newbie

« Posted 2013-12-26 18:25:10 »

Hello community,

I am currently working on a random generated tilebased 2D RPG, so as I want to put some technical effort into it like bump mapping, shadows, lightning, day/night cycles etc. I am not sure if Slick 2D is the right choice to develop the game. I have read, it is hard to render such things with Slick cause the render is not that good and slick is also not so easy to use with openGl I dont now if its true though I have never tried it. Well a chunk is 32 x 32 and 9 chunks can be rendered at the same time due to the screensize. Well for so many things to render, chunks, effects, player... etc. is slick the right choice? I am planning to release this game so it needs to run smoothly Smiley I hope some of you have knowledge about "bigger" java projects and what API is the right one for these things
Offline davedes
« Reply #1 - Posted 2013-12-26 18:46:30 »

Slick2D is a poor choice if you want to do any real graphics programming, like shaders, advanced particles, FBOs, etc.

Of course you can just use straight LWJGL, but you'll waste a lot of time debugging GL boilerplate and reinventing the wheel. Instead I'd suggest a library like LibGDX to handle some of that for you. See here:

If later you decide to look "under the good" then it won't be too hard to write the GL code yourself since you'll presumably understand it all by then.

Offline Blubu

Junior Newbie

« Reply #2 - Posted 2013-12-27 16:54:24 »

Ok I have a taken a look on LibGdx and it seems to be pretty good, but I have not found that much tutorials for it. Well I am not planning to release this game for any phones at all just Windows, Linux and Mac computers. I have tested a tutorial but it was too old so that I had syntax errors and so on its kinda hard to get into it I think. Well Slick2d will give me performance issues I guess with all that shader features etc. right? And Lwjgl alone is like reinventing the wheel I have read ^^ well maybe stay with slick? I dont know.. do you have some decent tutorials on LibGdx and what are my main advantages with LibGdx. Thx
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Offline Longarmx
« Reply #3 - Posted 2013-12-27 17:56:25 »

The wiki has all the basics you will need.

Also, check out Dermetfan's tutorials.

If you just want to release for computer, then that's fine. There is hardly any difference in code between android and pc. Check out the wiki, it goes over how to setup and release for different platforms.

Offline trollwarrior1
« Reply #4 - Posted 2014-01-17 05:33:48 »

There is almost nothing to learn in Libgdx. You can basically use it for rendering texture with spritebatch. I mean.. What's there to learn? It is already made for "easy" use. I didn't really look at any libgdx tutorials. You can easily learn it just by looking at the code. You should watch the how to install tutorial in libgdx wiki page. (22 minutes tutorial)
Offline xsvenson
« Reply #5 - Posted 2014-01-17 12:28:17 »

The best source for learning material, for LibGDX, are the tests.
Definitely get the test and sources, whatever problem You might have, there is a high chance of a test already covering it.

Edit: Location aswell:

“The First Rule of Program Optimization: Don't do it. The Second Rule of Program Optimization (for experts only!): Don't do it yet.” - Michael A. Jackson
Offline stefoid

Junior Newbie

« Reply #6 - Posted 2014-01-29 03:53:41 »

Im using libgdx, and I found it pretty easy to get a handle on. ARMPIT GAMES game design blog Dungeon Bash
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