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Cross-Platform Game Development with libGDX

TalkinGermanat FrOSCon 2016 · 2016-08-20..08-21· [creative-coding]
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A commercial board-game port for Pegasus Spiele was built using libGDX, using Stage/Actor and camera layering to simulate screens and curtains. Game logic is solved with backtracking instead of hardcoded rules, a level generator was implemented though the client prefers handcrafted levels, Box2D physics was not used, and targets include Android, iOS, desktop and an HTML5 preview; native payments and game services (OpenIAB) required significant integration effort. The project took about 20 person-days from two developers and produced a stable result with only minor post‑work before release.

AI-written summary · about

  1. 0:00Game dev intro
  2. 4:59Brains project requirements
  3. 10:41Why libGDX isn't engine
  4. 16:24libGDX features & architecture
  5. 26:48libGDX API & game loop
  6. 32:47Platform launchers & builds
  7. 44:02Game with Actors & Stages
  8. 51:18Box2D physics
  9. 53:02Android porting
  10. 1:00:06Platform services & payments
  11. 1:05:59Game tutorial tweaks
  12. 1:07:26Brains project lessons
  13. 1:10:38Q&A
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