![]() ![]() The same month the build and dependency management system was switched from Maven to Gradle. Īfter the source code migration to GitHub the year before, in September 2013 the issue tracker and wiki were also moved there from Google Code. As of January 2016 more than 3000 games have been submitted. In June 2013 the project's website was redone, now featuring a gallery where users can submit their games created with libGDX. From March to May 2013 a new 3D API was developed as well and integrated into the library. īecause of issues with the MonoTouch iOS backend Niklas Thernig wrote a RoboVM backend for libGDX in March 2013, which was integrated into the project in September. The main build system was also changed to Maven, making it easier for developers with different IDEs to work together. ![]() However, the issue tracker and wiki remained on Google Code for another year. In August 2012 the project switched its version control system from Subversion to Git, moving from Google Code to GitHub. libGDX used parts of this work for its own MonoTouch-based backend. After Google abandoned PlayN, it was maintained by Michael Bayne, who added iOS support to it. Inspired by Google's PlayN cross-platform game development framework that used Google Web Toolkit (GWT) to compile Java to JavaScript code, Zechner wrote an HTML/JavaScript backend over the course of several weeks, which allowed libGDX applications to be run in any browser with WebGL support. This made it possible for the gdx-audio and gdx-freetype extensions to be developed over the following months. Īt the start of 2012 Zechner created a small helper library called gdx-jnigen for easing the development of JNI bindings. The rest of 2011 was spent adding a UI library and working on the basics of a 3D API. Development of a small image manipulation library called Gdx2D was finished as well, which depends on the open source STB library. ![]() ĭue to issues with Java Sound the audio desktop implementation switched to OpenAL in January 2011. The same month its phpBB forum was launched. īecause many users suggested switching to a different license due to LGPL not being suitable for Android, libGDX changed its license to the Apache License 2.0 in July 2010, making it possible to use the framework in closed-source commercial games. Many of the issues with Android were resolved because of this. When Zechner created a Box2D JNI wrapper, this attracted more users and contributors because physics games were popular at the time. However, at the time he stated that "It's not the intention of the framework to be used for creating desktop games anyway", intending the framework to primarily target Android. In March 2010 Zechner decided to open-source AFX, hosting it on Google Code under the GNU Lesser General Public License (LGPL). This was the first step toward the game framework later known as libGDX. When he found that deploying the changes from Desktop to Android device was cumbersome, he modified AFX to work on the Desktop as well, making it easier to test programs. In the middle of 2009 Mario Zechner, the creator of libGDX, wanted to write Android games and started developing a framework called AFX (Android Effects) for this. It is cross-platform, supporting Windows, Linux, Mac OS X, Android, iOS, BlackBerry and web browsers with WebGL support. It allows for the development of desktop and mobile games by using the same code base. LibGDX is a free and open-source game-development application framework written in the Java programming language with some C and C++ components for performance dependent code. Windows, Linux, Mac OS X, Android, BlackBerry OS, iOS, Java Applet, JavaScript/ WebGL ![]()
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