Game Development Reference
In-Depth Information
• Check out the official website of SM2 at http://www.schillmania.com/
projects/soundmanager2/
• Check out the official website of WebGL at http://www.khronos.org/webgl/
• There is also a list of unresolved issues at https://github.com/libgdx/
libgdx/blob/master/backends/gdx-backends-gwt/issues.txt that
you might want to check out
RoboVM (iOS backend)
The goal of the RoboVM open source project is to bring Java and other JVM
languages to iOS. RoboVM's ahead-of-time compiler translates the Java bytecode
into a native ARM or x86 machine code that runs directly on the target CPU without
being interpreted. The runtime is based on Android's runtime classes and includes a
Java to Objective-C bridge, which makes it easy to use the native Cocoa Touch APIs
from Java.
You can find more about RoboVM at http://www.robovm.com , and you can check
the currently working code at https://github.com/robovm/robovm .
LibGDX core modules
LibGDX provides six core modules that allow you to access various parts of the
system your application will run on. What makes these modules so great for you as a
developer is that they provide you with a single Application Programming Interface
( API ) to achieve the same effect on more than just one platform. This is extremely
powerful because you can now focus on your own application and do not have to
bother with the specialties that each platform inevitably brings, including the nasty
little bugs that might require tricky workarounds. This is all going to be transparently
handled in a straightforward API, which is categorized into logic modules and is
globally available anywhere in your code as every module is accessible as a static
field in the Gdx class.
LibGDX allows you to create multiple code paths for per-platform
decisions. For example, you can increase the complexity of a desktop
game as desktops have a lot more computing power than mobile devices.
 
Search WWH ::




Custom Search