One Game, Many Frameworks: LibGDX
rectangles in a loop!
We finally arrive at Android, and my favorite framework: LibGDX. Unlike the most recent tutorials in which I did not go too deep into the code of the game because I had already discussed OpenGL or Objective-C in previous tutorials; for this one I’ve decided to do a full-on tutorial. One of those oh-my-God-he-never-stops-talking tutorials.
LibGdx to my mind is the most simple to learn of the frameworks, and is in a way the most complete: it supports Particle Systems, Tile Maps, Box2D, 3D objects, Fonts, UI elements, among other things… And it is the most optimized OpenGL framework/wrapper you will find anywhere. And if you have already developed for Android and have used frameworks like AndEngine, you will know how important optimization is and how lame frameworks can be!
One initial caveat: This is, of course, in part, a tutorial on how to build games (or opengl apps) in Android, however I will not cover many of the peculiarities of developing for Android, only the stuff important for this game and LibGDX.
Also, I will not go very deep into how to code in Java, because I did that already. If you don’t know Java, you should probably do that tutorial first.
And now, the stuff you will need in order to run the code.
Install Java SDK
If the previous links don’t show you how to set up an AVD on Eclipse, you can do a search on youtube to help you with that also.
Download And Set up a test LibGDX project