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LibGDX 1.0 released

badlogicgames.com

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Re: LibGDX 1.0 released

#31
post #28

Earlier quoted context omitted.

You already can, just be warned that if you use something different than Java you won't be able to export to the web. From my understanding (please correct me if I'm wrong) LibGDX converts only Java code to JavaScript and HTML5.

Yes, I believe it uses GWT which doesn't use bytecode but rather Java the language.

Yes, you right, GTW is a Java translator to JavaScript and HTML.

Re: LibGDX 1.0 released

#32
post #21

Earlier quoted context omitted.

You can use any of the JVM languages with libgdx, such as Clojure, Scala, Kotlin even JRuby [1] [1] https://github.com/mickey/libgdx-jruby-exemple

I've often considered C++ as a mandatory requirement for game development. Java is fine though, but I just don't use it, and if I have to choose between java and C++, I go for C++...

There is actually a great deal of C++ in libGDX.

Re: LibGDX 1.0 released

#33
post #21

Earlier quoted context omitted.

I've often considered C++ as a mandatory requirement for game development. Java is fine though, but I just don't use it, and if I have to choose between java and C++, I go for C++...

I've often considered Assembler as a mandatory requirement for game development. C++ is fine though, but I just don't use it, and if I have to choose between C++ and Assembler, I go for Assembler... What a difference two decades makes eh?

It really depends on what you're doing. Triple-A games and most graphically advanced 3D games pretty much require you to use C++.

Re: LibGDX 1.0 released

#34

Earlier quoted context omitted.

I've often considered Assembler as a mandatory requirement for game development. C++ is fine though, but I just don't use it, and if I have to choose between C++ and Assembler, I go for Assembler... What a difference two decades makes eh?

It really depends on what you're doing. Triple-A games and most graphically advanced 3D games pretty much require you to use C++.

And assembly. I've heard from my boss (who did games a while ago at a very notable company that still makes very well-known Triple-A games) that when they were making a sequel to their first game, getting an assembly programmer who really knew the CPU pipeline increased the performance of their graphics pipeline by 40-50%. (at least) I would imagine that modern games continue to need people who can program extremely optimized assembly, especially for consoles.
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