Java-Gaming.org    
Featured games (81)
games approved by the League of Dukes
Games in Showcase (495)
Games in Android Showcase (114)
games submitted by our members
Games in WIP (563)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Should I move to LibGDX?  (Read 747 times)
0 Members and 1 Guest are viewing this topic.
Offline benberi

Senior Newbie





« Posted 2014-07-07 18:19:58 »

Hello guys, I have been using Slick2D for 2 months, and before that I used Graphics2D, so that's probably why it was so easy to pick, Slick2D is very similiar to Graphics2D.

I have ran into problems with lighting, shading and more filter effects in my 2D games, and I am starting to doubt that Slick2D will be any useful for my future games.
Should I switch to LibGDX? Does libGDX offer more tools and effect options than Slick2D?
Offline cubemaster21
« Reply #1 - Posted 2014-07-07 19:05:08 »

I highly suggest LibGDX. It's a great library with plenty of features, tools, and documentation. That being said, don't switch engines on the game midway through the project. I've made that mistake before and rewriting everything to use the new graphics APIs is a heavy chore that pretty much requires redoing the entire framework of the logic of your game. Try using LibGDX on your next project, and sticking with Slick to finish the one you're on.

Check out my game, Viking Supermarket Smash
http://www.java-gaming.org/topics/iconified/28984/view.html
Offline benberi

Senior Newbie





« Reply #2 - Posted 2014-07-07 19:10:20 »

Thing is I am confused with LibGDX, as the drawing begins from bottom left, not top left like all frameworks i used.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Online Longarmx
« Reply #3 - Posted 2014-07-07 19:46:51 »

You can set the camera to be y-down like you're used to by calling
camera.setToOrtho(true);

Offline Gibbo3771
« Reply #4 - Posted 2014-07-07 22:20:09 »

You can set the camera to be y-down like you're used to by calling
camera.setToOrtho(true);


Or just simply deal with it. Any snippets you find using LibGDX will be using y-up, so you might just end up confusing yourself.

Especially when it comes to fonts.

"This code works flawlessly first time and exactly how I wanted it"
Said no programmer ever
Online LiquidNitrogen
« Reply #5 - Posted 2014-07-08 04:32:22 »

Having y=0 at the bottom of the screen is actually really useful. Most objects are located by where their feet are, rather than where their head is, which makes positioning objects into an incredibly fulfilling experience.

(also, LibGDX is very easy to use after putting a couple of days into learning it)
Online Longarmx
« Reply #6 - Posted 2014-07-08 04:41:29 »

You can set the camera to be y-down like you're used to by calling
camera.setToOrtho(true);


Or just simply deal with it. Any snippets you find using LibGDX will be using y-up, so you might just end up confusing yourself.

Especially when it comes to fonts.

Agreed. I have never used LibGDX with y-down because everything is written for y-up. I just wish that it would automatically position the mouse origin at the bottom left too. Unfortunately (on desktop at least), y coordinates go up as your mouse cursor moves down... Really simple conversion, but still...

Offline junkdog
« Reply #7 - Posted 2014-07-08 08:12:28 »

Having y=0 at the bottom of the screen is actually really useful. Most objects are located by where their feet are, rather than where their head is, which makes positioning objects into an incredibly fulfilling experience.

Also, it feels more natural when objects are moving along the y-axis, especially in platformers: a falling object shouldn't have its y value increased, in my head.

artemis-odb: bugfixing and performance optimized fork of artemis ECS
Online Cero
« Reply #8 - Posted 2014-07-08 12:13:52 »

I only use y-down.
It's beautiful, no problems.

Pages: [1]
  ignore  |  Print  
 
 

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

Dwinin (25 views)
2014-09-12 09:08:26

Norakomi (56 views)
2014-09-10 13:57:51

TehJavaDev (69 views)
2014-09-10 06:39:09

Tekkerue (35 views)
2014-09-09 02:24:56

mitcheeb (56 views)
2014-09-08 06:06:29

BurntPizza (40 views)
2014-09-07 01:13:42

Longarmx (26 views)
2014-09-07 01:12:14

Longarmx (33 views)
2014-09-07 01:11:22

Longarmx (31 views)
2014-09-07 01:10:19

mitcheeb (39 views)
2014-09-04 23:08:59
List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06

List of Learning Resources
by SilverTiger
2014-07-31 11:54:12

HotSpot Options
by dleskov
2014-07-08 01:59:08
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!