Coding video game as a hobby, possible and (kinda) easy with Java!
summary
Claims that Java is viable for small-to-medium hobby games, not AAA, and shows working code on GitHub using LibGDX (2D) and jMonkeyEngine (3D) built on LWJGL. Demonstrations include a sprite batch animation (bunny), UI via Stage/Skins, a pause menu concept, Box2D physics and collision wiring, and handling motion with delta time for frame-rate independence. Uses texture atlas packing, multiplatform targets (desktop, Android, iOS), and cites real games made with these tools; examples compile and run.
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chapters (13)
- 0:00Start
- 10:46give a name to your game
- 13:33start the game on the desktop
- 14:12start the desktop launcher
- 15:49create your project
- 16:19create a texture image
- 25:08adding sprites
- 27:56set a loop
- 33:05create a texture atlas
- 33:28create an interface in a 2d game
- 34:01put inputs in your game
- 35:59create a drawable
- 39:31box 2d
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