Category Archives: Games development

Ashley 1.3.3 released


As you can see, Ashley development has slowed down a bit. I would like to think it’s because we have a feature rich and stable framework rather than people having lost interest! Anyhow, there’s still been quite a bit of progress, enough to warrant a new release.

Ashley 1.3.3 is now out.

  • API addition: added getEntity() method to Engine, it is now possible to retrieve entities by their ID. This will ease networked entity systems.
  • API addition: added getEntities() method to Engine, which returns an immutable array of all the entities registered with said engine.
  • Bug fix: remove old component when adding a new one of the same type to an entity.
  • Bug fix: fixes component not being added to an entity when done from an entityRemoved() family entity listener handler.

The new nightly dependency is com.badlogicgames.gdx:ashley:1.3.4-SNAPSHOT.

All unit tests are passing, the wiki is up to date and life is good. Enjoy Ashley and don’t forget to report anything that doesn’t work as expected.

Libgdx at Kingston University

kingston phones

Last Monday 24th of November I delivered a small lecture about Libgdx at Kingston University of London. This complements Alberto’s Libgdx workshop at Cadiz University last week as part of a series of activities to promote Libgdx and our recently released book.

I talked about what Libgdx can offer developers as well as the advantages of using open source tools as opposed to proprietary technologies, especially when it comes to students. Just like in Alberto’s talk, we gave two copies of our book away to a couple of lucky students!

Sadly, no pictures were taken this time round, you’ll have to take my word when I say that quite a few people showed up. Thanks for that!

As promised, here are the slides in case anyone is interested.

Libgdx workshop at Cadiz University

flappy plane

Alberto Cejas, colleague and co-author of Libgdx Cross-platform Game Development Cookbook delivered a Libgdx workshop at Cadiz University (Spain) last Friday 21st of November.

During a 2 hour session, the students put together a bunch of pieces to build Flappy Plane, a Flappy Bird clone originally developed by Mario Zechner. Moreover, there was free stuff! Alberto did a small raffle and gave two copies of our book away.

javaw 2014-11-25 19-57-44-35

We’re really happy with the turnout, just take a look at the gallery below!

If you’re interested in an easy introduction to Libgdx, feel free to check the GitHub repo where we’ve uploaded everything: slides, code and exercises.

Many thanks to everyone who turned up!

Ashley 1.3.2 released


More features, bug fixes and improvements for Ashley entity framework on this new release.

  • API addition: we now use a builder pattern to create Family objects. More about it on the wiki.
  • API addition: new SortedIteratingSystem by Lusito.
  • API addition: now ImmutableArray implements the Iterable interface, which makes it a lot easier to iterate over entity collections.
  • Bug fix: avoid double entity removal by accident.
  • Bug fix: fixes StackOverflowError when processing entity operations.
  • Bug fix: fixes freeze when calling removeAllEntities().
  • Improvement: we made a bunch of changes that increase performance.

The new nightly dependency is com.badlogicgames.gdx:ashley:1.3.3-SNAPSHOT.

Big thanks to our awesome community!

Libgdx for Cross-platform Game Development Cookbook is out!

libgdx cross platform development cookbook

After over a year of long hours after my day job, sweat, blood and tears, my colleague Alberto Cejas and I are extremely proud to announce that our Libgdx for Cross-platform Game Development Cookbook has finally been published.

The cookbook has over 75 practical recipes on how to get stuff done with Libgdx. It covers pretty much everything: graphics, input, audio, physics, maps, deployment and third-party extensions among many, many more. Far from being a dumbed down guide, it offers content ranging from basic to advanced. A good chunk of it you won’t find anywhere else.

Conveniently, you can get a DRM free e-book copy or go for the physical edition, which also includes the digital one. Additionally, you can get physical copies from Amazon. All the source code can be downloaded from both the publisher’s website and our GitHub repository. We’ll do out best to maintain the later so it works flawlessly with the latest Libgdx version.

It’s been a hell of a ride with plenty of ups and downs. We are happy with the result, have high hopes on the project’s success and are eager to get some feedback from readers.

Many thanks to those of you who have shown interest in the project and even pre-ordered it. The response has been really positive!

Also, thanks to all our technical reviewers, you greatly helped improved the final result with your feedback.

Lastly, special thanks to Mario and the Libgdx team for fostering the best open source game development framework and community. Needless to say, this book wouldn’t exist without them.

Happy coding!