I am develooping a game in libgdx with box2d.
I spent hours of searching for a tutorial or somthing that explain how to create water in libgdx with box2d. I can't find how to do this. If somone have an idea it will very help me.
How to create water in libgdx with box2d?
I am really need your help.
Install this libgdx/box2d android app, run it and then choose "Buoyancy" to see if that is what you are looking for. It is open source and the link for its github is in the app's description.
If you prefer, here is directly to their Buoyancy test class:
https://github.com/Leakedbits/Codelabs/blob/master/codelabs/src/com/leakedbits/codelabs/box2d/BuoyancySample.java
You may want to try Google's liquidfun Liquidfun integration with libgdx.
liquidfun is an extension to box2D. So it has additional functionality to create particle groups that behaves like liquids.
I successfully tried this libgdx liquidfun extension in a sample libgdx project.
Related
dear stackoverflow community,
I have now idea, how i can create a Low-Poly 3d Terrain in Libgdx,
By googling i found remains from the libgdx blog or website they can't help me, but by the research nothing what can help me.
I create a Value Noise but it does not work and i think its not the right way to do it.
Do you know a good tutorial or websites? ^^
LibGDX is not a game engine so don't expect any "generateTerrain()" method. You need to implement it yourself.
Here you can find general information about how to use libGDX for 3D.
And here you can find actual code that creates a height map.
I had been using RoboVM on libgdx. I recently updated everything I had been using and had to face the fact that RoboVM is winding down.
To be honest, I was a beginner when I started LibGDX and never needed to pay attention to backend stuff. I got started with couple youtube tutorials and was I fine until recently.
For that reason I am trying to understand what is going on, and looking for a way around. I had come across with BugVM and the list on the following link: http://www.badlogicgames.com/wordpress/?p=3925
However BugVM is not decently documented yet, and I am having trouble understanding how to use any items on the list given in the link.
Could you briefly explain how do I integrate any item on the given list, or could you just push me in the right direction so that I could start learning by myself? Or could you suggest me a simple RoboVM like plugin which would work on IOS, Android and Desktop as RoboVM did? My intention is to create an application that will work on Android, IOS and Desktop (I was simply running DesktopLauncher before to test my code. Now I get "RoboVM has not been licensed for this machine." and looking for a long term solution).
At this point I am completely lost and I am eager to learn. I just need some guidance as I am trying to learn it all completely by myself for now. Any help/suggestion/explanation is very much appreciated, and I am pretty sure your response will be useful to other beginners in the future as well.
First of all the so called solution in your link have been changed since then:
http://www.badlogicgames.com/wordpress/?p=3934
I recommend download the latest gdx-setup.jar for libGDX 1.9.3 or later:
https://github.com/libgdx/libgdx/wiki/Project-Setup-Gradle
Create a new libGDX project with ios and ios-moe subprojects enabled and then look how those 2 ios backend are implemented.
After that eihter copy your old project code into a fresh setup libgdx project or rebuild the basic setup within you old code.
I have just started game development in android and for which i choose Libgdx framework, i downloaded gdx-setup.jar file and setup inside android studio. when i opened the libgdx project in android studio, it does not show any 'res' folder, layout, etc. means nothing about gradle (drag & drop). Is there any way so that i could get the gradle (drag and drop) dependency management with Libgdx in android studio..
I searched over the net, but could not get any understandable solution regarding this.
Thanks for your time
LibGDX and Android is not the same thing. LibGDX uses different ways to present ui's which are cross platform.
I've seen some 3rd party software for visually generating scene2D stuff but have never tried it myself.
However, what you are describing is android specific stuff that has nothing to do with LibGDX, so you won't find it.
If you want to get into LibGDX look into this wiki page.
If you are searching for a tool where you can create an UI via Drag and Drop you can use Overlap2D. It is an editor for Scene2d which is used by libGDX
I write game on libGdx and testing it on Android. All code I write on Java, because libGDX use Java language. How can I write iOS backend on Objective C and link it with Java libGDx core? Is any tutorial?
I don't know how you would accomplish what you are after, the primary problem being the lack of a JVM on iOS. The recommended way to get a libGDX game to run on iOS is by using MonoTouch from Xamarin.
See this blog-post from libGDX's Mario on libGDX and MonoTouch licensing
Unfortunately, it's not free, nor open-source. There are some other projects in the pipeline to get a JVM on iOS, via open-source project, like RoboVM, but they aren't fully implemented for libGDX use yet.
Good luck!
Hey guys I've been following the sudoku tutorial in hello android 3 and I'm wanting to extend on it by making a leaderboard where you can save high scores with a timer, so the quicker you do a puzzle the higer up on the board you are but I don't have a clue where to start, any suggestions or tutorial help would be great.
You might want to check out the Skiller SDK. I am using it for the game I am working on right now.
It's built with game devs in mind - and things like leaderboard and other goodies are just part of the SDK.
When you download the SDK you also get sample code for a working game - if you like learning by example.