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Cross-platform Game Development Framework

libGDX is a cross-platform Java game development framework based on OpenGL (ES), designed for Windows, Linux, macOS, Android, web browsers, and iOS. It provides a robust and well-established environment for rapid prototyping and iterative development. Unlike other frameworks, libGDX does not impose a specific design or coding style, allowing you the freedom to create games according to your preferences.

Open Source, Feature Packed, and Fostering a Large Third-Party Ecosystem

libGDX is released under the Apache 2.0 License, offering unrestricted usage in both commercial and non-commercial projects. While not mandatory, we appreciate any credit given to libGDX when you release a game or app using it. Check out our showcase for a selection of popular libGDX-powered games. With libGDX, you gain access to a comprehensive set of tools and features to develop multi-platform 2D and 3D games using Java.

Moreover, libGDX boasts a vibrant third-party ecosystem, with numerous tools and libraries that streamline development tasks. Explore the awesome-libgdx repository for a curated list of libGDX-centered libraries, serving as an excellent starting point for newcomers in the libGDX community.

An example game created with libGDX: Pathway by Robotality. Discover more captivating games in our Showcase.

Getting Started with libGDX / Documentation

Thanks to Gradle, you can easily set up libGDX without the need to download the framework itself. Your favorite build tool can handle everything for you. Additionally, we offer a convenient setup tool that automates project creation and downloads all the necessary components. Check out our website for instructions on getting started or refer to our comprehensive wiki.

We provide the libGDX javadocs online for easy reference. Additionally, the javadocs are bundled with every libGDX distribution, ensuring smooth integration with your preferred IDE.

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gdx-particle-editor's Issues

TFD issues (follow-up from libgdx repo)

I'm trying to move the conversation with @wangdong20 here, let's see how that goes. TFD is one of a few options out there for native file dialogs; GDX-Liftoff uses NFD 3.3.1, which is (also?) part of LWJGL3, and hasn't been buggy for me. That said, NFD 3.3.2 and later have been quite buggy on Linux, so I stick to 3.3.1 .

Using NFD is a little hairy, unfortunately, and the only example I have was written by Lyze, but here it is https://github.com/tommyettinger/gdx-liftoff/blob/76378fad691aa3b8575c9377cc18444f63ff1105/src/main/kotlin/gdx/liftoff/views/MainView.kt#L132-L170

Just something to consider if you continue to find problems with TFD!

Wrong effect shown

I will choose : Template - Flame

I just remove "Angle".
The effect will be changed just a little bit. But now I do not see correct effect.

I have to save it (Save) and load again (Open) to see correct effect. After loading is effect very different.

1.0.1 issues

Hola! I thought it'd be better to post here rather than there.

I took 1.0.1 for a quick spin:

  • Click spinner up/down without moving the mouse: value changes until mouse moved. Does not occur for press and hold.
    • I use a trackball (Kensington Expert Mouse master race), so it's very easy to click without moving the mouse at all. I highly recommend the Expert Mouse (and Imak SmartGlove w/ Thumb, code like a ninja and save your wrists at the same time).
  • Double click up/down no longer goes up forever (only until mouse is moved, like single click).
  • Just noticed the spinner drag bar, nice! Good discoverability.
  • Clicking an existing tint handle adds a new one on top of it.
  • Double click a tint handle: 2 color dialogs appear and only one can be closed, need to restart the app.

The global picture location needs to be recorded.

The global picture location needs to be recorded.

Every time you open a new particle effect, you need to re-select the position of the image, but the image is basically the same position. There are also some particle effects of the picture has been packaged, currently can not support, need this function.

Locate missing images issue

Here's a particle effect file I'm testing that doesn't have an absolute path to the image it uses, just the name of the image (bombparticle.png) like the following:

bomb.txt

I don't store the particle images alongside the effects, so, when trying to open it it says it can't find the images which is Ok. On the old Particle editor the effect would open and you'd need to locate the image you want if you wanted to visualize it. On this new version, a dialog pops up telling you to locate the images, when clicking on the Locate images... button I think there's a bug because it doesn't show just the images but a list with all the elements of the particle effect.

image

I haven't got past this step because I would need to locate images for all elements but it also says images will be copied to that folder which is not something I want (maybe make it optional?).

Unable to load old particle effect, unable to locate image

I have a particle like this:

...the rest is omitted for brevity...
- Options - 
attached: false
continuous: false
aligned: false
additive: false
behind: false
premultipliedAlpha: false
spriteMode: single
- Image Paths -
particleblack.png

The particleblack.png is located at a different location so loading fails. I get a dialog asking me to find the particle. After locating it and clicking 'Load Particle Effect' it still fails to load the particle, and then freezes. Only thing I can do is to close the window to exit (the [x] in top right corner)

It works correctly in the old particle editor (I still have to locate the particle)

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