Home
RedGrapefruit edited this page Jun 4, 2021
·
148 revisions
Welcome to our Wiki, a place for comprehensive documentation on the libGDX API and features. This wiki is community driven, and can be edited by anyone. If you find information out of date or want to add some more in-depth explanations, you are very welcome to do the necessary changes after having had a look at our Wiki Style Guide.
Getting Started
If you want to get started coding with libGDX, head to the Official documentation - here - to learn how to setup your environment and create/import your project.
- Setting Up a Dev Environment
- Creating Your First libGDX Project
- Importing & Running It
- A Simple Game
- Extending the Simple Game
Developer's Guide
- The Application Framework
- File Handling
- Networking
- Preferences
- Input Handling
- Memory Management
- Audio
-
Graphics
- Querying and Configuring Graphics (monitors, display modes, vsync, display cutouts)
- Continuous and Non-Continuous Rendering
- Clearing the Screen
- Taking a Screenshot
- Profiling
- Viewports
-
OpenGL (ES) Support
- Configuration and Querying OpenGL ??
- Direct Access ??
- Utility Classes
- 2D Graphics
- SpriteBatch, TextureRegions, and Sprites
- 2D Animation
- Clipping, With the Use of ScissorStack
- Orthographic Camera
- Mapping Touch Coordinates ??
- NinePatches
- Bitmap Fonts
- Using TextureAtlases
- Pixmaps
- Packing Atlases Offline
- Packing Atlases at Runtime
- Texture Compression
- 2D ParticleEffects
- Tile Maps
- scene2d
- ImGui
- 3D Graphics
- Managing Your Assets
- HTML5 Backend and GWT Specifics
- Internationalization and Localization
- Utilities
-
Math Utilities
- Interpolation
- Vectors, Matrices, Quaternions
- Circles, Planes, Rays, etc.
- Path Interface and Splines
- Bounding Volumes ??
- Intersection and Overlap Testing ??
- Tools
- Extensions
- Artificial Intelligence
- gdx-freetype
- gdx-pay: cross-platform In-App-Purchasing API
- Physics
- Publishing Your Own Extensions
- Using libGDX With Other JVM Languages
- Third Party Services
Articles
© 2021 libGDX • This wiki is a community effort. If you find information out of date or want to add some more in-depth explanations, you are very welcome to do the necessary changes. Before contributing, please take a look at our Wiki Style Guide.
If you need additional help, check out our community on Discord!
Pages 182
Table of Contents
Getting Started
- Setting Up a Dev Environment
- Creating Your First libGDX Project
- Importing & Running It
- A Simple Game
- Extending the Simple Game
Developer's Guide
The Application Framework
Input Handling
Graphics
- Graphics
- Querying and configuring graphics (monitors, display modes, vsync, display cutouts)
- Continuous and Non-Continuous Rendering
- Clearing the Screen
- Taking a Screenshot
- Profiling
- Viewports
-
OpenGL (ES) Support
- Configuration and Querying OpenGL ??
- Direct Access ??
- Utility Classes
-Rendering Shapes
-Textures and TextureRegions
-Meshes
-Shaders
-Frame Buffer Objects
2D Graphics
- SpriteBatch, TextureRegions, and Sprites
- 2D Animation
- Clipping, With the Use of ScissorStack
- Orthographic Camera
- Mapping Touch Coordinates ??
- NinePatches
- Bitmap Fonts
- Using TextureAtlases
- Pixmaps
- Packing Atlases Offline
- Packing Atlases at Runtime
- Texture Compression
- 2D ParticleEffects
- Tile Maps
- scene2d
- scene2d.ui
- ImGui
HTML5 Backend and GWT Specifics
Internationalization and Localization
Math Utilities
- Math Utilities
- Interpolation
- Vectors, Matrices, Quaternions
- Circles, Planes, Rays, etc.
- Path Interface and Splines
- Bounding Volumes ??
- Intersection and Overlap Testing ??
Extensions
- Artificial Intelligence
- gdx-freetype
- gdx-pay: cross-platform In-App-Purchasing API
- Physics
- Publishing Your Own Extensions
