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¿Android Support?
#1
I see http://lwjgl.org/forum/index.php?topic=3977

the web is a awesome project http://libgdx.badlogicgames.com/

Source Using Subversion http://code.google.com/p/libgdx/source/list

Source Using Git https://github.com/badlogic/libgdx.git

APi Documentation http://libgdx.l33tlabs.org/docs/api/

Quote:Libgdx is a Java framework that provides a cross-platform API for game and real-time application development. It offers the following features:

General

Cross-platform development for Windows, Linux, OSX and Android. (32- and 64-bit where available)
Multiple backends based on Jogl, LWJGL, Angle (NVIDIA 3D Vision) and the Android APIs.
Write and test your application on the desktop, deploy seamlessly to Android, Applets, Webstart or plain desktop applications.
Graphics

Rendering through OpenGL ES 1.0, 1.1 and 2.0 on all platforms.
Support for OpenGL ES 2.0 for Android 2.0 and above through custom JNI bindings.
Low-level:
Vertex arrays
Vertex buffer objects
Textures
Texture atlases
Easy to use and flexible mesh class for both the fixed and programmable pipeline
Frame buffer objects
Shaders
Immediate mode renderer class (for debugging ala glBegin()/glEnd())
Automatic handling of OpenGL context loss (texture and VBO recreation)
High-level 2D:
Batched and cached sprite rendering
Bitmap fonts
Particle systems
TMX tile map rendering
Custom C 2D graphics library for CPU based bitmap manipulation
Full-fledged 2D scene graph with tweening framework
High-level 3D (under construction):
OBJ and MD5 model loaders
Key-frame and skeletal animation
Orthographic and perspective camera
.. to be extended ..
Audio

Streaming music and sound effect playback from WAV, MP3 and OGG
Fast Fourier transforms via a JNI bridge to KissFFT
Audio decoding of OGG and MP3 via JNI bridges to Tremor and libmpg123 (libmpg123 currently defunct due to licensing issues)
Direct interface to audio device for sample playback and recording.
File I/O

Abstraction layer unifying Android assets, classpath resources and the plain file-system.
Preferences for easy storage of small data
Input

Polling and event-based access to touch-screen/mouse and keyboard.
Polling access to compass and accelerometer
Vibrator support (yeah...)
Remote input event processing allowing you to hook up your Android phone to your desktop application
Physics

Full JNI wrapper of box2d.
The wrapper is so awesome that all other Android game frameworks/engines use it as well...
Math

Vector and Matrix classes for 2D and 3D linear algebra
Quaternions
Frustum with culling support
Bounding shapes
Intersection and overlap testing
Catmull-Rom splines
Ear cutting triangulator for arbitrary planar polygons
Utilities

Custom Collections
Sorting
JSON
Tools & Extensions

Particle editor
Hiero bitmap font generator
Texture packer
Themable Widget Library support
Awesomium JNI bridge (Windows 32-bit only)
Optimizations

Specifically tailored towards the needs of the Dalvik VM following the best practices guidelines.
No temporary object allocation during runtime (except for a few documented places)
Native code for performance critical sections
Workarounds for show-stopping Dalvik/Harmony bugs
What libgdx is
A high-performance, cross-platform game development framework to be used as the basis for engines and games. The declaration as a framework allows us to focus on a solid foundation instead of trying to implement the latest and greatest in game engine architecture. Libgdx gives you all the flexibilty and help you need instead of making you adhere to a strict methodology.

What libgdx is not
A game engine including everything but the kitchen sink.
[Image: 1388267.png]
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