Game Development Reference
In-Depth Information
<resource>
<directory>data</directory>
</resource>
</resources>
<forceLinkClasses>
<pattern>com.badlogic.gdx.scenes.scene2d.ui.*</pattern>
</forceLinkClasses>
<libs>
<lib>libs/ios/libgdx.a</lib>
<lib>libs/ios/libObjectAL.a</lib>
</libs>
<frameworks>
<framework>UIKit</framework>
<framework>OpenGLES</framework>
<framework>QuartzCore</framework>
<framework>CoreGraphics</framework>
<framework>OpenAL</framework>
<framework>AudioToolbox</framework>
<framework>AVFoundation</framework>
</frameworks>
</config>
LibGDX backends
LibGDX makes use of several other libraries to interface the specifics of each platform
in order to provide cross-platform support for your applications. Generally, a backend
is what enables LibgGDX to access the corresponding platform functionalities when
one of the abstracted (platform-independent) LibGDX methods is called; for example,
drawing an image in the upper-left corner of the screen, playing a sound file at a
volume of 80 percent, or reading and writing from/to a file.
LibGDX currently provides the following four backends:
• Lightweight Java Game Library (LWJGL)
• Android
• JavaScript/WebGL
• iOS/RoboVM
 
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