For those as ignorant of the Java/Android scene as me:<p><i>LibGDX 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.</i> -- <a href="https://en.wikipedia.org/wiki/Libgdx" rel="nofollow">https://en.wikipedia.org/wiki/Libgdx</a>
I found LibGDX to be an incredible framework to quickly iterate with. I really miss working with it as much as I did in 2012. The core developers are some really great guys who are always willing to lend a hand. I probably wouldn't have finished Droid Towers if it wasn't for their continued encouragement.
Good timing! I just started working with libGDX yesterday with my little brother. We decided it would be better to use it than roll our own Java framework and I think that was the right choice. It's been fairly straight-forward to work through the install and demo game located here: <a href="https://github.com/libgdx/libgdx/wiki/A-simple-game" rel="nofollow">https://github.com/libgdx/libgdx/wiki/A-simple-game</a>
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 is a lot of fun to work with, and a great way to target both Android and iOS with the same code base.<p>What 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, <a href="https://play.google.com/store/apps/details?id=com.absoluteattention.timer" rel="nofollow">https://play.google.com/store/apps/details?id=com.absoluteat...</a>). 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.<p>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.
Been working with LibGDX since 2010 - I still remember buying the Newton physics game on my Motorola Droid. This was the best 2D Android game engine back then, and it still is in my opinion :) Congrats to the devs!
I recently managed to release my first game (<a href="https://play.google.com/store/apps/details?id=com.thomshutt.bom" rel="nofollow">https://play.google.com/store/apps/details?id=com.thomshutt....</a>) using LibGDX and it really was a pleasure to work with - lightweight and not too opinionated, but with some nice abstractions over the more fiddly aspects such as out of the box Desktop/Web/Android/iOS support, input handling, app lifecycles etc.
If you're interested in an entity-component architecture for game development, here's a nice example project to get you started with learning how to do it. It uses libgdx for graphics and Artemis (<a href="http://gamadu.com/artemis/" rel="nofollow">http://gamadu.com/artemis/</a>) for the entity component system:<p><a href="http://code.google.com/p/spaceship-warrior/source/browse/src/com/gamadu/spaceshipwarrior/#spaceshipwarrior" rel="nofollow">http://code.google.com/p/spaceship-warrior/source/browse/src...</a>
looks 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 ?<p>Seems like good stuff though. Sadly I don't really "like" java...
My favorite part about 1.0 is Gradle. No more Eclipse! Time to start writing my games in Emacs, maybe even Sublime Text ...<p>Great fucking work, guys! Congratulations.