libGDX

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libGDX

Libgdx.png
Basic data

developer Mario Zechner
Current  version 1.9.10
( July 19, 2019 )
operating system platform independent
programming language Java
License Apache 2.0 license
libgdx.badlogicgames.com

Libgdx is a Java - framework for cross-platform game development . The program library allows the same project to be carried out on Windows , Linux , Mac OS , Android , Blackberry , iOS and web browsers . libGDX was created by Mario Zechner and released on GitHub as open source software using the Apache 2.0 license . According to Mario Zechner, the name libGDX has no specific meaning, but the community calls it, for example, "Library for Game Development - Xtreme".

history

2009

libGDX was created in 2009 as a private Android framework project by Mario Zechner under the name AFX (Android Effects). The first step towards platform independence is due to the way Android applications are developed. An Android device is normally used for debugging. If such a tablet or smartphone is not available, an emulator is used. In order to be able to test the applications natively on the desktop, the core was abstracted into an independent project without reference to Android.

2010

On March 6, 2010, libGDX was published on Google Code as an open source project. During this time the existing code was versioned, tutorials written, the forum opened, the license changed to Apache 2.0, the book "Beginning Android Games" started, and the first game based on libGDX was published. Version 0.9 of the library was almost finished at the end of 2010.

2011

This year many more supporters have started working on libGDX. Mario Zechner published his book "Beginning Android Games" in February and gave the first presentations about his game development framework. Version 0.9.2 was released in September.

2012

In 2012, libGDX was migrated from Google Code to GitHub and Maven was integrated. In addition, inspired by Google's PlayN, web support was built into libGDX so that the application is also available in the web browser . Michael Bayne translated the Java code into .NET byte code using IKVM and this finally into native code for iOS . At the end of the year, the first libGDX games Tropical Stormfront and Desert Stormfront by Noblemaster Games were published in the iOS app store. libGDX reached version 0.9.7 this year.

2013

In 2013, support for Ouya was implemented in libGDX. The application Spine, which is also based on libGDX, was presented on Kickstarter.com . This year support for iOS has been switched to RoboVM. In addition, the 3D programming interface from Xoppa and Bach has been completely revised and expanded with Autodesk FBX file support. The development of the Java projects was switched to the build management automation tool Gradle and libGDX was published in the Maven headquarters. Version 0.9.9 of libGDX was released in November.

2014

Version 1.0 was released after four years of development.

Architecture and project structure

libGDX allows you to run a project with the same code on different platforms as a platform-independent program. The abstraction enables platform-specific code to remain outside the development core. The structure separates the core project into the "core" folder and creates a separate sub-project for each platform, such as "desktop", "android", or "html". Individual starter classes are created in the sub-projects, which create a new instance of the core project and provide the necessary support for the respective platforms. This means that in addition to the common code in the core project, platform-specific code can also be created and instantiated in the sub-projects.

Empty project

A new project is created using a Java program. This offers a user interface in which the desired platforms and additional program libraries can be selected. As an example, the folder structure of an empty project with a desktop and Android platform looks like this:

android/
  assets/
  res/
  src/../AndroidLauncher.java
core/
  src/../Game.java
desktop/
  src/../DesktopLauncher.java
gradle

The project can be managed with any development environment , such as Eclipse , IntelliJ , or NetBeans with any plugins for Gradle support. The application is then carried out via the platform-specific sub-projects.

Applications with libGDX

In the Android area, libGDX has a total market share of 1.69%, among top apps one of 3.26%, and among new apps one of 1.95% (as of June 5, 2015). In addition, the framework is ranked # 3 among the top game frameworks for Android apps.

Games

Representatives for games that use libGDX as a framework are, for example, Ingress , Halfway, Alchemist's Awakening, Delver, Grandpa's Table, Gunslugs 2, and Nubs' Adventure.

Programs

A representative for programs that use libGDX as a framework is, for example, Spine.

Third-party libraries

libGDX uses several program libraries to offer the required functionality. These include nothings.org, OpenGL , FreeType , Mpg123 , xiph.org , soundtouch, box2d, LWJGL , OpenAL , and KissFFT.

Individual evidence

  1. http://libgdx.badlogicgames.com/
  2. a b https://github.com/libgdx/libgdx/wiki
  3. - ( Memento of the original from November 2, 2013 in the Internet Archive ) Info: The archive link was inserted automatically and has not yet been checked. Please check the original and archive link according to the instructions and then remove this notice. @1@ 2Template: Webachiv / IABot / libgdx.badlogicgames.com
  4. http://badlogicgames.com/forum/viewtopic.php?f=11&t=11194
  5. http://www.badlogicgames.com/wordpress/?p=3412
  6. https://github.com/libgdx/libgdx/wiki/Project-Setup-Gradle
  7. http://www.appbrain.com/stats/libraries/details/libgdx/libgdx
  8. http://www.appbrain.com/stats/libraries/tag/game-framework/android-game-frameworks
  9. https://github.com/libgdx/libgdx/wiki/Introduction