u/Southern_Bell_1620

I’m building a visual editor for LibGDX without hiding LibGDX — Pixscape

Hi,

I've been building Pixscape, an open-source visual studio and runtime on top of LibGDX.

One of the main design goals is to provide visual authoring without turning LibGDX into a hidden implementation detail.

The Runtime is ECS-based, and the editor produces scene data that the Runtime loads and processes. Game code can use Pixscape's higher-level APIs for common operations, but direct LibGDX and Artemis access remains available when lower-level integration is needed.

That balance has been one of the most interesting parts of the project:

visual authoring

→ ECS runtime

→ high-level gameplay APIs

→ direct ECS / LibGDX access when needed

Pixscape currently supports things such as Tiled/TMX maps, isometric and 2.5D spatial ordering, physics authoring, animations, particles, prefabs, sprites, shaders, lights and parallax.

I've made a small isometric demo to exercise several of these systems together rather than showing them only as isolated editor features.

Website:

https://pixscape.games/

Demo:

https://youtu.be/sv82jI0JBFQ

Demo source:

https://github.com/pixscapegames/tiled-iso-demo

Pixscape Studio Free and Pixscape Runtime are both open source under Apache 2.0.

I'm especially interested in feedback from people working on engines and editors.

In particular, I'd be curious what you think about the boundary between the visual editor and the underlying ECS/runtime: how much convenience should an editor provide before it starts getting in the way of developers who want direct control?

reddit.com
u/Southern_Bell_1620 — 6 days ago
▲ 32 r/libgdx

I’m building an open-source visual editor for LibGDX — here’s where Pixscape is now

Hi,

I’ve been working on Pixscape, an open-source visual studio and runtime for LibGDX.

The idea is fairly simple: provide the convenience of a visual editor without taking away the freedom of working directly with LibGDX and Java.

Pixscape currently includes things such as:

  • sprites and repeatable sprites
  • multiple animations per entity
  • particle effects
  • Tiled/TMX import
  • isometric maps
  • 2.5D spatial depth and ordering
  • visual physics authoring and collisions
  • prefabs
  • shaders, lights and parallax

I’ve also put together a small isometric demo to show several of these systems working together:

Website: https://pixscape.games/

Tiled isometric demo: https://youtu.be/sv82jI0JBFQ

Demo source: https://github.com/pixscapegames/tiled-iso-demo

Pixscape Studio Free and Pixscape Runtime are both open source under Apache 2.0.

The project is still evolving, so feedback from LibGDX developers would be especially useful — including criticism about the workflow, APIs, documentation, or anything that feels unnecessarily complicated.

reddit.com
u/Southern_Bell_1620 — 6 days ago