Mobile Game Engines

Mobile Game Engines: Interviews with Mobile Game Developers
Interviews with Mobile Game Developers

Mobile Game Engines: Interviews with Mobile Game Engine Developers
Interviews with Mobile Engine Developers

Mobile Game Engines: How to Choose a Mobile Game Engine
How to Choose a Game Engine

libGDX

libGDX, libgdx
Android HTML5

Homepage: http://libgdx.badlogicgames.com

License: Apache License 2.0 (Open Source)

Orientations: 2D 3D

Price: Free

Skill: Intermediate

Language: Java

Scripting: None

Description

The libgdx project is a cross-platform game development library written in Java with some JNI code for performance hungry sections. It abstracts away the differences between writing desktop and Android games based on OpenGL. Applications can be prototyped and developed entirely on the desktop, then only 6 lines of code are needed to run your app on Android. Develop more efficiently using powerful desktop tools such as HotSwap, without needing to wait for your application to be deployed to a device each time it is run.

libGDX Books

Games built with libGDX

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Did you used libGDX to make a game? Did you have a good experience?
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Saurav Sengupta, Ziggy's Games

who built Bus Jumper

I got into Android game development a little over a year ago. At the time, I looked around for Android game development frameworks. Tried AndEngine for a bit, but it didn't have much by way of Javadocs (things may be different now), and that made it hard to figure out how to use it. It did have good tutorials, but I learn better from class and interface definitions. libGDX didn't have too many tutorials, but it had excellent documentation, and that helped get me started.

Once I got into it, it was pretty easy to use. The support on the forum has also been excellent, and has really helped me with creating games. One of the biggest advantages of libGDX is that it lets you run and test the game on the desktop, and then deploy to Android with a few additional lines of code.


Dranithix Games

who built Bitracker

We have chosen LibGDX to be our core engine for all of our games as it is a very cross-compatible versatile extension of base OpenGL that has a very extensive and detailed API. It was very easy to work with and it was very user-friendly, allowing us to improve our speeds of development. The whole experience overall was very enjoyable as I was able to make modern-styled games with the use of a very basic and versatile framework that is cross compatible among many platforms.


André Schnabel

who built Weltraumsoldat3D

- Java based (which allows HotSwapping)
- OpenGL support
- Helpful classes (e.g. PerspectiveCamera, Mesh, TextureAtlas, SpriteBatch, ...)
- Win/Mac/Linux, Android support
- Well documented
- Well structured
- Easy deployment

Worked with different other frameworks lately (OpenTK, SDL, XNA) and of all of them I like LibGDX the most. Biggest missing feature of LibGDX is missing iOS support (and possibly Windows Phone 7 support but iOS would make libgdx best lib on this planet)


Mike Lentini

who built Uncle Sam

I chose it because it is one of the faster Java game frameworks for Android. Also because it runs your games on the desktop as well. Great for testing or even for releasing your game on the desktop. It is great to work with and it has been a great learning experience. I do wish it had some features that other frameworks have such as better Tiled map support, SVG support, and some other things, but it is great overall.


SEMTiKO

who built Blaster

Hi! Before i start - sorry for my english. It's not my primary language.
Blaster - it's just a test for Android platform and i don't want publish my primary Android account, it's not for ads.
I'm working on the huge 3D game project and i'm using libGDX like primary framework, because libGDX very powerful, easy, have very good manuals and articles and i can save lot of time, because libGDX have many really useful, super fast and very hard functions and i can test and debug my games right on the PC/Mac - 1 second for compile and test. I'm try lot of engines and frameworks for Android, and for me libGDX is best of free engines. Very soon Bullet Physics be ported in the framework, and libGDX win twice for me =)
P.S. One minus - u can't make live wallpapers with libGDX. For LW my best choice - AndEngine GLES2.
Thanks!


Thomas, Citadel Systems

who built Space Squad

I chose this engine because I wanted to develop cross-platform Desktop/Android without having to use emulators. I found the initial setup documentation to be great but beyond the basics there didn't seem to be a lot of documentation. I found the forums to be very helpful and there is also a blog (http://www.badlogicgames.com/wordpress/) which definetly offers more than you would find on the main libgdx googlecode site.

The main advantages with libGDX is the cross platform support. You can create high quality screen capture videos and even host an Applet version on your site (which I have done).

The only downside is the lack of documentation (Ecllipse wasn't showing javadocs for any methods either, though maybe that is a seperate download). This meant I did a lot of stuff manually which I later found out was supported by the library (e.g. bitmap fonts, textureatlas, UI library).


Alkaline Labs

who built Jumparoo!

I chose this engine as it was created by the person I learnt about Android Game Development from - Mario Zechner. The engine is easy to work with in my opinion and provides a fantastic development experience as well as performance in-game. I would recommend this engine to all developers on the Android platform.


Petras Zdanavicius

who built Type Sea Monsters Away

Warning: not native English speaker here.

Normally I would use Unity3D, because I have made few games with it. So it is natural choice. But this game (Type Sea Monsters Away) is typing game and I needed to reach some low level stuff. And it happens that libGDX was (and is) perfect for that.

In addition it (libGDX) has really nice and probably most underrated 2d scene graph API that really helps to write nice and easy maintainable code for 2d stuff.


Pimentoso

who built Candy Falls!

"Actually it's the first game engine for Android I tried. I learned Android game programming by buying the book ""Beginning Android Games"" by Mario Zechner (who is also a main libGDX developer) and after a short while I came to know libGDX.
It's a good framework with lots of features and also lightweight (the main library is less than 500k and is very fast to load). It has a good community behind, and the developers are friendly and responsive to the requests of the users."


Awesome Games

who built Neon Gravity

libGDX is a great framework that make Android game programming a lot easier. Its very complete, and it brings you the control of everything, there are no limits with libGDX.


StarInc, Bas Wiersma

who built Star Memory

LibGDX is easy to use, you get very fast results. Tutorials are not that good. But overall with the forums and documentation you get the job done!


Magory

who built Mahjong HD

libGDX is an engine that allows developers a lot of freedom - it's feasible for beginners as well as experienced programmers. A lot of abilities are optional so you can use only a part of the engine that you need. It's also very stable and allows running games not only on Android - but also in your browser and on your desktop (which makes testing much easier).


Querika

who built Findlii

When I started with game programming for Android, libGDX was the most advanced game engine around. Furthermore the project founder Mario Zechner wrote the very good book "Beginning Android Games". Means the game engine and the background knowledge ws provided from a single source.


Piotr Zientarski, Broenta

who built Bat Walk

Some time ago I was looking for a free game engine for our first game and I found LibGDX.
Without any experience in writing games, I was able to do it.
You can even integrate platform dependent parts (in my case it was Scoreloop) and still test independent parts on desktop which is much faster than waiting for a device to install a new version.
I will definitely write another game with this engine.



What people are saying about MobileGameEngines.com?


Wow, this website hands developers the opportunity to choose the best engine for their specific needs, instead of defaulting to the two or three everyone (and their marketing department) is talking about.
        -- Steffen Itterheim, Developer of the Kobold2D Game Engine
worried about which framework to choose, give a look at this website
        -- @madhurakhal, Interactive Developer
... your website is very interesting
        -- Walzer Wang, Organizer of the Cocos2d-x Community
... site looks very useful! I have always missed such a collection.
        -- Alexander Adensamer, Developer of Emini Physics Engine
The list itself is very comprehensive
        -- drmop, Developer of the IwGame Engine
I just checked out your site -- it is looking nice so far. Great idea.
        -- Joshua Granick, Developer of the NME Game Engine
I had no idea there were _so_ many game engines out there!
        -- Kolja Wilcke, Developer of the Instant Rocket Fuel Game Engine
The site is polished and easy to navigate. I haven’t heard of half engines on the site, but that’s a good thing!
        -- Casey Richard, programmer
... good web site, I like where you're going with it.
        -- Scott Wilson-Billing, a iTorque 2D developer
Great web site, nice work
        -- matth, a Marmalade developer
It's interesting to see all those engines/frameworks referenced in one place. I've never heard of some of them before.
        -- iarwain, Developer of the Orx Game Engine


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