I used this framework back on version 0.95 for a school project. We started late (of course) and got stuck on an API call that we could not figure out. Emailed a dev at like 10 or 11pm and got a response. Act of heroism...
LibGDX 1.0 released
11–20 of 35 posts
Re: LibGDX 1.0 released
#12Seems like good stuff though. Sadly I don't really "like" java...
Re: LibGDX 1.0 released
#13I would love to use this with clojure!
You can. https://github.com/libgdx/libgdx/wiki/Using-libgdx-with-Cloj... (Bounce Away is a pretty fun game that uses both.) The problem I'm waiting for someone else to solve though (and maybe I'll just make it a side-project one day...) is a more idiomatic Clojure interface to LibGDX. Something like PyGame would be pretty sweet too, though PyGame is wrapped around SDL and the whole "blitting" pattern of getting stuff…
Re: LibGDX 1.0 released
#14LibGDX is a game-development application framework written in Java with some C/C++ components for performance dependent code. It allows for the development of desktop and Android games by using the same code base. It is cross-platform, supporting Windows, Linux, Mac OS X, Android, WebGL enabled browser and iOS. -- https://en.wikipedia.org/wiki/Libgdx
Re: LibGDX 1.0 released
#15looks like a really big effort to make developing on android a better experience, by clumping libs together, rather than just a game engine. I was not able to find out if the scene2d thing has a partitioning algorithm of some sort. Maybe It's irrelevant for an android device ? Seems like good stuff though. Sadly I don't really "like" java...
Re: LibGDX 1.0 released
#16Re: LibGDX 1.0 released
#17looks like a really big effort to make developing on android a better experience, by clumping libs together, rather than just a game engine. I was not able to find out if the scene2d thing has a partitioning algorithm of some sort. Maybe It's irrelevant for an android device ? Seems like good stuff though. Sadly I don't really "like" java...
The main problem which you will get with languages like Scala , Clojure and other functional languages on JVM is a lot of garbage generated during the execution. And garbage collector on Android isn't even remotely as effective as standard one. This often forces you to write code which is not really idiomatic and which rather resembles java. That is possible in Scala (I'm not sure about Clojure), but to some extend it defeats whole purpose of using something other than java.
Disclaimer: I'm the author of linked game.
Re: LibGDX 1.0 released
#18Re: LibGDX 1.0 released
#19What you might not have thought of, is that you don't have to limit yourself to games. I created a successful productivity app entirely in LibGDX (shameless plug, https://play.google.com/store/apps/details?id=com.absoluteat...). Features common in games and LibGDX, such as the very good performance and the rich animation capabilities can add a bit of flair to an otherwise boring app and make it stand out from the crowd.
I see that with the 1.0 release, you can now even embed a LibGDX fragment into your otherwise 'native' Android app. I can see this being very useful for apps where you want to have your animated custom gauges and widgets surrounded by the native OS chrome.