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LibGDX is a cross-platform Java game development framework based on OpenGL (ES) that works on Windows, Linux, Mac OS X, Android, iOS and your WebGL enabled browser.

1 vote
3 answers
861 views

Incrementally processing large number of entitites in an entity-component system

LibGDX/Ashley has a class IntervalIteratingSystem that allows you to process all entities in a particular family every X milliseconds. …
0 votes
1 answer
727 views

Wavy effect/shader in LibGDX

Usage (search for FlxWaveEffect) How does one go about creating a similar effect in LibGDX? …
1 vote

How to access entites from scripts in an entity-framework?

, you'll end up implementing things in a very non-LibGDX/Ashley way and just creating more work for yourself. … While Unity3d forces every piece of executable logic to be attached to an entity, LibGDX/Ashley doesn't. …
Max's user avatar
  • 316
0 votes
0 answers
394 views

LibGDX Scene2D and updating labels inside a table

I have a (Scene2d) Table containing a Label, both added to a Stage, and I'm properly calling stage.act(float) and stage.draw(). However, if I modify the text of the Label (using setText()) to be wider …
3 votes

LibGDX - Image width is not set to resetting to zero when full width

I haven't personally used ProgressBar yet, but it looks like the right way to set the current percentage is using setValue(float), not setWidth(float). I'd start with that. Also, saving your GameMa …
Max's user avatar
  • 316
2 votes
1 answer
535 views

Framerate-independent game loops and discrete tasks

When writing good framerate-independent game code, you take some sort of deltaTime parameter in your main render() function and then scale your calculations based on that -- this is essential for thin …
1 vote

Box2d Fixed Timestep and Interpolation

The LibGDX docs recommend either 1/45f or 1/300f for that argument. I've personally been using 1/300f and it works fine. …
Max's user avatar
  • 316
1 vote

Incrementally processing large number of entitites in an entity-component system

I ended up implementing #4 above (in Kotlin). Seems to work alright. import com.badlogic.ashley.core.Engine import com.badlogic.ashley.core.Entity import com.badlogic.ashley.core.EntityListener imp …
Max's user avatar
  • 316
1 vote

What component should hold the bool attack and vector target?

Not sure if this exactly meets your needs, but you could also create a separate POJO that encapsulates attack and target and use this inside {Player|Police|Criminal}Component (composition!). You'd sti …
Max's user avatar
  • 316
0 votes
Accepted

Scaling a single scalar using OrthographicCamera

Turns out this was pretty easy. You know the width of the screen, you know the width (and zoom) of the camera's viewport...just math it up: fun Float.metersToPixels(cam: OrthographicCamera): Float { …
Max's user avatar
  • 316
0 votes
1 answer
45 views

Scaling a single scalar using OrthographicCamera

I'm trying to convert a length (well, a radius) from world coordinates to screen coordinates using an OrthographicCamera. However, the only method I've figured out so far is to do a projection, with s …