

More specifically, it deals with drawing a bunch of textures on Quads in OpenGL. A SpriteBatch is a Batch which is used for drawing Sprites. In this minimal example, we create two variables in our LibGDX3DTest class:īecause of the way OpenGL works, it is best to group or “batch” draw calls together to get the optimum performance. More information about the complete lifecycle here Other methods are being called in a LibGDX application run. If you open the tool, you’ll see a dialog like this:Ĭomplete flow diagram of a LibGDX application lifecycle

(If you’re on macOS and experienced a problem opening the file, just allow it from System Preferences -> Security & Privacy) This will download a gdx-setup_latest.jar file. To start a new LibGDX project, we must go to the project generation page and download the Stable Release installer.Īt the moment of writing this article, the stable version will install LibGDX 1.10.0 With LibGDX, you have to do it all by code, and I think that you learn a bit more and have more control about what you want to do Creating the project Maybe you can do it all by code, but that’s not the idea here. There are other options, I know, but these you combine a kind of script with a nonoptional GUI system. What about other graphics multi-platforms tools? Well, in my opinion, I prefer LibGDX because you have it all in the code.

It has a great community, and there are many articles and tutorials around the web. So what it is exactly? It’s just a wrapper around OpenGL low-level APIs. The framework I choose to play with 2d or 3d graphics is LibGDX. But the idea is to build it once and deploy both targets. For instance, you can use SceneKit if you want to build for iOS or maybe Vulkan on Android. Of course, we know that there are many native alternatives. Have you ever thought about building something in 3D for mobile?
