Tag Archives: games development

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!

Ashley 1.3.1 released

ashley-small

Small stability release for Ashley entity framework this time.

Bug fix: fixed IllegalArgumentException thrown when trying to remove components from an already reset entity. The call has no effect now. Thanks for that SgtCoDFish.
Bug fix: fixed family match failure due to silly silly hashing.
Bug fix: fixed entity.getId() always returning 0 for recycled pooled entities.
Bug fix: fixed nested iteration problem caused by adding/removing entities from an entity added/removed listener handler.
Bug fix: fixed missing type error in GWT when using PooledEngine. GWT should be quite smooth now.

The new nightly dependency is com.badlogicgames.gdx:ashley:1.3.2-SNAPSHOT.

Big thanks to everyone who reported issues and especially to those who also contributed with PRs. Keep it up!

Ashley 1.3.0 released

ashley-small

Time for another Ashley entity framework release! This time, the focus has been on stability by getting rid of as many bugs as we could find. Check all the new goodies below.

  • API addition: adds IntervalSystem and IntervalIteratingSystem, which are updated at a fixed interval.
  • API addition: adds getEntities() to IteratingSystem and IntervalIteratingSystem.
  • API change: entities use long as ID. Changes entity.getIndex() for entity.getId(). Ids are reset to 0 after the entity is removed from the engine.
  • Bug fix: we finally got rid of the issues related to deleting entities and adding/removing components mid system processing.
  • Bug fix: fixes problem with removing pooled entities.
  • Bug fix: fixes pooled entities not being fully reset.
  • Bug fix: fixes broken GWT compatibility.

The new nightly dependency is com.badlogicgames.gdx:ashley:1.3.1-SNAPSHOT.

As usual, open a new issue if you find anything that’s not working properly and feel free to submit a pull request!

Libgdx Cookbook Git repository evolution

As I have mentioned before, I have been working on a book titled Libgdx Cross-platform Game Development Cookbook, which is set to be released next month.

Me and my co-author Alberto used a Git repository throughout the text and sample code development process. Using Gource, I have created a video that illustrates the repository’s evolution. Neat, isn’t it?

For those interested, here are the options I used.

gource -1280x720 --seconds-per-day 0.5 --auto-skip-seconds 0.5 --key

Ashley 1.1.0 released

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Just under a month of the first official release we are ready to release a new stable version: Ashley 1.1.0. Here is the list of changes.

  • Performance improvements: massive performance gains with O(1) component retrieval through ComponentMapper and the use of Array<Entity> rather than IntMap<Entity>. Unfortunately this changes the API slightly, but hopefully you guys will appreciate the benefits.
  • Complete Ashley manual: now the wiki has a lot more content, it fully covers Ashley. The rest is sugar.
  • API Cleanup: renames Family.getFamilyFor() to Family.getFor() for simplicity.
  • Configurable pools: PooledEngine now accepts the initial and maximum sizes for the entity and components pools. This will add a lot more flexibility to bigger games.
  • Libgdx 1.3.0: Ashley now depends on gdx-core 1.3.0.

Keep the feedback coming and happy coding!