What is it all about?
Libgdx is a Java game development framework that provides a unified API that works across all supported platforms.
The framework provides an environment for rapid prototyping and fast iterations. Instead of deploying to Android/iOS/Javascript after each code change, you can run and debug your game on the desktop, natively. Desktop JVM features like code hotswapping reduce your iteration times considerably.
Key Features
* Cross-Platform A single API to target: • Windows • Linux • Mac OS X • Android (2.2+) • BlackBerry • iOS • Java Applet (requires JVM to be installed) • Javascript/WebGL (Chrome, Safari, Opera, Firefox, IE via Google Chrome Frame) * 3rd Party Support - Libgdx can be integrated with many 3rd party tools. We love: • Spine - 2D Skeletal Animation • Nextpeer - Mobile multiplayer made easy • Saikoa - makers of ProGuard and DexGuard * Audio • Streaming music and sound effect playback for WAV, MP3 and OGG • Direct access to audio device for PCM sample playback and recording (unsupported in Javascript backend) * Input Handling • Abstractions for mouse and touch-screen, keyboard, accelerometer and compass • Gesture detector, detects taps, panning, flinging and pinch zooming * Math & Physics • Matrix, vector and quaternion classes. Matrix and vector operations are accelerated via native C code where possible • Bounding shapes and volumes • Frustum class, for picking and culling • Catmull-Rom splines • Common interpolators • Concave polygon triangulator • Intersection and overlap testing • 2D physics: JNI wrapper for Box2D physics. So awesome, other engines use it as well • 3D physics: JNI Wrapper for bullet physics * File I/O & Storage • File system abstraction for all platforms • Read-only file system emulation for Javascript backend • Binary file support for Javascript backend • Preferences for lightweight setting storage * Graphics • Rendering through OpenGL ES 2.0 on all platforms • Custom OpenGL ES 2.0 bindings for Android 2.0 and above • Low-Level OpenGL helpers: ◦Vertex arrays and vertex buffer objects ◦Meshes ◦Textures ◦Framebuffer objects (GLES 2.0 only) ◦Shaders, integrating easily with meshes ◦Immediate mode rendering emulation ◦Simple shape rendering ◦Automatic software or hardware mipmap generation ◦ETC1 support (not available in Javascript backend) ◦Automatic handling of OpenGL ES context loss. Restores all textures, shaders and other OpenGL resources * High-level 2D APIs: ◦Custom CPU side bitmap manipulation library ◦Orthographic camera ◦High-performance sprite batching and caching ◦Texture atlases, with whitespace stripping support. Either generated offline or online ◦Bitmap fonts (does not support complex scripts like Arabic or Chinese). Either generated offline or loaded from TTF files (unsupported in Javascript backend) ◦2D Particle system ◦TMX tile map support ◦2D scene-graph API ◦2D UI library, based on scene-graph API, fully skinable
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