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If you look inside each project file on github you can see the constants defined for each platform. I've extracted them here: Android - TRACE;ANDROID;GLES;OPENGL Linux - LINUX;OPENGL MacOS - MONOMAC;OPENGL Ouya - TRACE;ANDROID;GLES;OPENGL;OUYA PSMobile - DEBUG;PSM Windows - DEBUG;TRACE;WINDOWS;DIRECTX;WINDOWS_MEDIA_SESSION Windows8 - ...


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Separate your screen coordinates from your world coordinates. Pick a coordinates system that will accurately represent your position with enough detail. For example, if you're using a 256x144 int coordinate system for your positions, you only have 144 different positions available to you, even when the screen size can display 1080. You may want to use a ...


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I have tried the "Impact Engine" (http://impactjs.com/) worked OK on PC (FF), tablet (Android) and telephone (Android). Added NodeJS and made a multiplayer game with it and I was very satisfied with the engine, very clean code, very easy to tinker with the core. You can use it (my multiplayer game) to check out the compatibilities on other platforms if you ...


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There are multiple options available to you. PlayN — Some parts of original Angry Birds was developed with it. LibGDX PhoneGap — This, though, is not an engine, but a framework that could be used to create a game-engine. Cocos2D-X — But this is limited to 2D* only. There are a few I know and have heard of, and support HTML5, Android, OS, Desktop**. * ...


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There is a bit of documentation on the Net package that gives a very brief overview: http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/Net.html The Net.HttpRequest doc covers the http setup in a bit more detail. The http API is based on callbacks to listeners that handle results or failures. The raw Socket API provides stream-oriented ...



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