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Updating LibGDX
badlogic edited this page Oct 10, 2014
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libGDX's Gradle based projects make it very easy to switch between libGDX versions. In general you'll be interested in two types of libGDX builds:
- Release builds: these are considered stable. You can see the available release versions on Maven Central.
- Nightly builds: also known as SNAPSHOT builds in Maven lingo. These are cutting edge versions of libGDX that are built on every change to the source repository. Snapshot builds also have a version number of the form x.y.z-SNAPSHOT, e.g. 1.0.1-SNAPSHOT. You can find the latest SNAPSHOT version string here.
Your Gradle based project makes it very easy to switch between releases and nightly builds. Open up the build.gradle
file in the root of your project, and locate the following line:
gdxVersion = "1.4.1"
The version you see may be higher than 1.4.1 already. Once you located that string, you can simply change it to the latest release (or an older release) or to the current SNAPSHOT version. Save the file. The next step is dependend on your IDE:
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Eclipse: Select all your projects in the package explorer, right click, then click
Gradle -> Refresh All
. This will download the libGDX version you specified in build.gradle and wire up the JAR files with your projects correctly. - Intellij IDEA: will usually detect that your build.gradle has been updated and show a refresh button. Just click it and IDEA will update libGDX to the version you specified in build.gradle.
- Netbeans: in the "Projects" view, right-click the top-most project node and select "Reload Project". All sub-projects will also be reloaded with the new files.
- Command Line: invoking any of the tasks will usually check for changes in dependency versions and redownload anything that changed.
And that's it! No need to manually juggle JAR files, .so files or anything else. Just change a string in a file and update via your IDE or the command line.
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Developer's Guide
- Introduction
- Setting up your Development Environment (Eclipse, Intellij IDEA, NetBeans)
- Creating, Running, Debugging and Packaging your Project
- Working from Source
- The Application Framework
- A Simple Game
- File Handling
- Networking
- Preferences
- Input Handling
- Memory Management
- Audio
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Graphics
- Configuration & Querying Graphics ??
- Fullscreen & VSync
- Continuous & Non-Continuous Rendering
- Clearing the Screen
- Take a Screenshot
- Profiling
- Viewports
- OpenGL ES Support * Configuration & Querying OpenGL ?? * Direct Access ?? * Utility Classes * Rendering Shapes * Textures & 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 * Distance field fonts * Color Markup Language * Using TextureAtlases * Pixmaps * Packing Atlases Offline * Packing Atlases at Runtime * 2D Particle Effects * Tile Maps * scene2d * scene2d.ui * Table * Skin
- 3D Graphics * Quick Start * Models * Material and environment * ModelBatch * ModelBuilder, MeshBuilder and MeshPartBuilder * 3D animations and skinning * Importing Blender models in LibGDX * 3D Particle Effects * Perspective Camera ?? * Picking ??
- Managing Your Assets
- Internationalization and Localization
- Utilities
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Math Utilities
- Interpolation
- Vectors, Matrices, Quaternions
- Circles, Planes, Rays, etc.
- Path interface & Splines
- Bounding Volumes ??
- Intersection & Overlap Testing ??
- Tools
- Extensions
- Artificial Intelligence * Message Handling * State Machine
- gdx-freetype
-
Physics
* Box2D
* Bullet Physics * [Setup](../Bullet Wrapper - Setup) * [Using the wrapper](../Bullet Wrapper - Using the wrapper) * [Using models](../Bullet Wrapper - Using models) * [Contact callbacks](../Bullet Wrapper - Contact callbacks) * [Custom classes](../Bullet Wrapper - Custom classes) * [Debugging](../Bullet Wrapper - Debugging)
- Using libgdx with other JVM languages
- Third Party Services
- Articles