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On LibGDX you have a so called InputProcessor public class MyInputProcessor implements InputProcessor { @Override public boolean keyDown (int keycode) { return false; } @Override public boolean keyUp (int keycode) { return false; } @Override public boolean keyTyped (char character) { return false; } ...


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I personally just pack them into an archive file format. Something as simple as the Quake .PAK file should be enough for this case. It's pretty simple to load and has tools that make packing files into them easier. Here is documentation on the format, along with a C example (which is pretty simple to convert to Java). If you want to compress the files, ...


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For PC, this question looks like a duplicate of What OpenGL version(s) to learn and/or use? so I'm not going to repeat that answer here. For Mac, Apple provide a nice table at https://developer.apple.com/opengl/capabilities/ Essentially anything newer than 3.3 on a Mac is not going to work on all graphics cards, and you may well want to go with 3.2 (with ...


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I use the Vector2 and Vector3 class from LibGDX (java gamedev library). It has some odd behaviour and you have to be careful when you do calculations with references, but I guess this is the fault of java not the vector implementation. On the other side, the vector class from XNA had some odd behaviour as well when it did come to normalization and I replaced ...



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