Cross-Platform Game Development with libGDX
summary
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
chapters (13)
- 0:00Game dev intro
- 4:59Brains project requirements
- 10:41Why libGDX isn't engine
- 16:24libGDX features & architecture
- 26:48libGDX API & game loop
- 32:47Platform launchers & builds
- 44:02Game with Actors & Stages
- 51:18Box2D physics
- 53:02Android porting
- 1:00:06Platform services & payments
- 1:05:59Game tutorial tweaks
- 1:07:26Brains project lessons
- 1:10:38Q&A
related talks
10mConsole Quality Cross Platform Canvas Games
39mBeat the High-Score: Build a Game Using libGDX and Kotlin
38mMaking Games at Runtime with Clojure
31mBuilding a Commercial Game Engine using mRuby and SDL
44mGame Development - The Ruby way
29mGo Beyond the Console: Developing 2D Games in Go
43mWriting Cross Platform Games with MonoGame and .NET
27mMultiplayer Game Dynamics
