r/libgdx

I built a new fast and portable texture atlas builder with a LibGDX exporter
▲ 94 r/libgdx+8 crossposts

I built a new fast and portable texture atlas builder with a LibGDX exporter

Hey everyone, I was building this tool for my internal use, and thought I would spin it off as a full tool and sell it in case it was useful for anyone else. I wanted something extremely fast and with good CLI integration, and something very portable as well. So that's what I built, in Zig with a Dear ImGui interface.

I am mostly focusing on code-first environments right now, like LibGDX. This is the exporter I use for my own projects in Haxe/Heaps.io, as it uses the LibGDX format.

https://clydegames.itch.io/packrat

Anyway, thanks for checking it out. Let me know what you think.

u/CLYDEgames — 1 day ago
▲ 3 r/libgdx

help i need to bend fish

I'm struggling to find a way to warp/bend images like shown above.

(the fish shown arent exactly the same but you get the idea)

I believe that it's something to do with Meshes but I can't figure it out for the life of me.

u/ieatawaffl — 13 hours ago
▲ 4 r/libgdx

Project idea (Concept)

Something I've been thinking about this summer is creating a graphical frontend for libgdx, like Unity but working with the library behind the scenes. With it, you could create screens and classes in just a few clicks and not be constantly working blindly with code-first. Of course, you can still look at the underlying Java code and work on it if you prefer. Similarly, I'd like to integrate several useful tools provided by the third-party programs recommended by libgdx on their website to avoid the hassle of having so many programs installed. So I would like to know your honest opinion about this project and whether it would be worth developing in the future, and in any case, any ideas to improve or refine the idea.

reddit.com
u/Cubanin08 — 1 day ago
▲ 3 r/libgdx+2 crossposts

BunkerWorld Gameplay - Alien City Siege

Ufo shooting is most fun if the flying crafts really act like a working machine:

UFOs are built from destructible pieces
A UFO isn't one solid model — it's assembled from individual structural pieces (engines, hull plates, weapon mounts, etc.). Every hit can knock off one specific piece. Shoot off an engine and the ship actually loses lift, since fewer engines means less thrust holding it up.

Shields absorb the first hits
Each UFO has a shield worth half its total health. While the shield holds, incoming shots just bounce off an invisible barrier around the ship — the hull takes no damage. Only once the shield is depleted do shots start actually blowing pieces off.

Shoot off the weapon, and it goes quiet
If the ship's weapon mount gets shot away, the UFO loses the ability to fire back — it'd still fly and maneuver, just harmlessly, until it's finished off or crashes.

Shoot the reactor and it's a chain reaction
UFOs carry a reactor block as part of their structure. Destroy it and it doesn't just disappear — it triggers a proper chain-reaction explosion, chewing through a chunk of the surrounding hull with a real physical shockwave that scatters debris outward. It's one of the most satisfying ways to finish a ship off.

How a UFO goes down
A UFO starts crashing if its hull takes lethal damage, it slams into the ground, or it gets stuck on the ground too long without managing to take off again. The moment it starts crashing, its shield is gone for good. It tumbles and settles for a bit before being counted as fully crashed and landed.

A crash doesn't always mean the fight's over
If the pilot survives the crash, they are able to climb out of the wreck and keep fighting on foot — a downed UFO isn't necessarily a dead threat, just a different one.

Pilots and crew
UFOs can carry a pilot/crew in designated seats. If the crew is wiped out mid-flight, the ship is tracked as "unpiloted" and can keep drifting crewless, but eventually the engines will stop and it will fall.

What is in the full video:
-scavenging alien tech from the fallen ufos
-driving a jeep and using it as a weapon
-upgrading the cannon
-boss fight

How do you like the air defence in this game? How do you think it could be improved?

Play it here:
https://lizardwizard.itch.io/bunker-world

Watch the full video here:
https://www.youtube.com/watch?v=aTO9NqM6mbs

u/JesusIsAlivee — 2 days ago
▲ 9 r/libgdx

Transitioning shaders between areas

Hello! I've been working on a open world RPG named Seven Stardust. I've recently been trying to improve the visual quality of my game, and part of that is shaders.

I've had an issue where my music and shaders suddenly change when switching areas and it's a bit jarring. Thankfully, I was able to make a system to blend shaders between different areas. My game does not have complex shaders, it's just a hue change.

However, because of these simple shaders, I'm able to blend Vector3 variables and pass them into my GLSL in order to change hues dynamically. Some of the code I used to get this working is below.

I hope this helps some people out with their games, and have a wonderful day!
Open Alpha Here. No download required!

i there    private final Vector3 startColor = new Vector3(1f, 1f, 1f);
    private final Vector3 targetColor = new Vector3(1f, 1f, 1f);
    private final Vector3 activeColor = new Vector3(1f, 1f, 1f);
    private float fadeTimer = 0.0f;
    private final float FADE_DURATION = 1.5f;

    public void update(GameScreen game) {
        String mapArea = game.mapSystem.area != null ? game.mapSystem.area : "";

        if (!mapArea.equals(currentArea)) {
            Gdx.app.log("ShaderSystem", "Area shifted to: " + mapArea);
            currentArea = mapArea;

            startColor.set(activeColor);
            targetColor.set(getColorByAreaName(currentArea));
            fadeTimer = 0.0f;
        }

        if (fadeTimer < FADE_DURATION) {
            fadeTimer += Gdx.graphics.getDeltaTime();
            if (fadeTimer > FADE_DURATION) {
                fadeTimer = FADE_DURATION;
            }

            float alpha = fadeTimer / FADE_DURATION;
            activeColor.x = MathUtils.lerp(startColor.x, targetColor.x, alpha);
            activeColor.y = MathUtils.lerp(startColor.y, targetColor.y, alpha);
            activeColor.z = MathUtils.lerp(startColor.z, targetColor.z, alpha);
        }
    }
    /* After this you can pass ActiveColor into your frag shader, Which would change
    the pixels to this color. The code might not work, I kinda just pulled it out of
    my shader system, but that's the general gist of blending. */
u/Exboom2 — 2 days ago
▲ 382 r/libgdx+8 crossposts

I'm a solo dev, looking to polish the demo for my game, I'm playing it a lot, but i might have some vices while playing and might not approach a bug, could you help me with that?

Game Title: AgroTycoon

Playable Link: https://ushurileo.itch.io/agro-tycoon (It is playable in the browser but the desktop version "v0.3.1" is more stable)

Platform: Desktop (For now, already have a mobile version but it is unstable)

Description: In this management simulator with an isometric pixel art aesthetic, you aren't just a farmer—you are the CEO of your own operation. Start with a modest plot of land, invest your initial capital wisely, and transform a small crop field into a true agribusiness powerhouse. (I have animals in the roadmap to the game, so it is not just a farming with machines game)

Free to Play Status:

  • [x] Free to play
  • [ ] Demo/Key available
  • [ ] Paid (Allowed only on Tuesdays with [TT] in the title)

Involvement: Marketing, development, asset designer, sound designer, artist, CEO, intern, cleaner and capsule artist.

u/Background_Ad9880 — 8 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
▲ 11 r/libgdx

TERRARIA ON LIBGDX

I am trying to build a clone of terraria using libgdx for my university project in about 6 weeks, would you recommend me using libgdx, I know java but nothing about game dev or libgdx framework. Is this task possible in the given time?

reddit.com
u/pranto- — 9 days ago
▲ 30 r/libgdx

Creating UI with Scene2d UI Builder

Yes, creating UI like HUDs and menus for your LibGDX games is simple now.

Modern UI tooling has finally arrived.

If you find the project useful, consider giving it a ⭐ on GitHub!

YouTube Video:

https://youtu.be/jhqoM9oEozc

🔗 Scene2D UI Builder: https://github.com/eliezer-dev-software-enginner/scene2d-ui-builder

Thanks to the feedback from ProGencel on GitHub, I was able to improve the app even further. Although this version is still labeled as beta, it’s already quite stable and usable.

Would love to hear your feedback!

u/eliezerDeveloper — 10 days ago
▲ 9 r/libgdx

Shaders in Seven Stardust

I've been working on my game a lot and I added this rainbow shader to the first area. I'm new to shaders, so while I do like it, I don't know if it would actually be good enough for a game.

u/Exboom2 — 9 days ago
▲ 13 r/libgdx

LibGDX and Visual Studio

I am currently trying to follow this video tutorial. I have already used Visual Studio for over a year in college. Then I checked the website for LibGDX. So I could install it.

In the "Set Up a Dev Environment," it talks about Visual Studio being acceptable. In "Generate a Project" there is nothing that can help me that I notice. Then in "Importing & Running" I see it talking about these other IDEA but nothing to help me understand how to use it for Visual Studio.

So, I was wondering. Has anyone else here tried Visual Studio and gotten it to work? How so? If I missed a step or bit of information, could someone point it out? Thank you kindly.

youtube.com
u/ValknutRecords — 14 days ago