libgdx-development
Comprehensive libGDX cross-platform game development knowledge base covering project generation via gdx-liftoff, the rendering pipeline, Scene2D and Ashley ECS architecture, Box2D physics, AssetManager lifecycle, Screen management, Tiled map integration, and multi-platform deployment to Desktop (LWJGL3), Android, iOS (RoboVM), and HTML5 (GWT/TeaVM). Includes libGDX 1.14.0 breaking changes and Kotlin compatibility caveats. TRIGGER WHEN: building, implementing, writing, coding, creating, optimizing, or debugging libGDX games; scaffolding or starting new libGDX projects; migrating libGDX versions; choosing libGDX architecture patterns. DO NOT TRIGGER WHEN: the task is general Java/Kotlin work unrelated to libGDX, or the engine is not libGDX (jMonkey, KorGE, Godot, Unity).
What this skill does
# libGDX Cross-Platform Game Development Knowledge base for building production-grade games with libGDX, the cross-platform Java/Kotlin game framework. ## When to Use - Scaffolding a new libGDX project with gdx-liftoff - Designing the Game/Screen structure and Scene2D + Ashley + Box2D integration - Managing the rendering pipeline: SpriteBatch, TextureAtlas, viewports, cameras - Handling AssetManager lifecycle and OpenGL resource disposal - Targeting Desktop, Android, iOS, or HTML5 from a shared codebase - Migrating to libGDX 1.14.0 and its breaking changes (`Pools` -> `PoolManager`, `JsonValue` case sensitivity) - Debugging frame-rate drops, VRAM leaks, or input handling bugs ## Quick Start For 80% of new libGDX projects, follow this path: 1. **Generate**: download latest `gdx-liftoff` JAR from https://github.com/libgdx/gdx-liftoff/releases, run with JDK 17 or later (Java 21 recommended) 2. **Configure** in gdx-liftoff: pick platforms (Desktop + Android typical), pick language (Kotlin if no HTML5 target, otherwise Java), pick extensions (Ashley, Box2D, FreeType, Controllers as needed) 3. **Open** the generated project in IntelliJ IDEA or Android Studio (do NOT use Eclipse for modern libGDX) 4. **Run** `:lwjgl3:run` Gradle task to launch the desktop module 5. **Architecture**: extend `Game`, create `MainMenuScreen` + `GameplayScreen`, use Scene2D for UI and Ashley for entities 6. **Assets**: pack sprites into `TextureAtlas` (2048x2048 POT), load via `AssetManager`, never load loose Textures per sprite 7. **Disposal**: every Texture, Sound, Music, Stage, Skin, BitmapFont, ShaderProgram MUST have an explicit `.dispose()` call Then harden incrementally: - GL thread blocking, push IO/compute to a worker thread via `Gdx.app.postRunnable` - Screen lifecycle, set `Gdx.input.setInputProcessor` in `show()`, never in the constructor - Memory leaks, audit static field references to Texture/AssetManager (forbidden on Android) - Scene2D performance, set `Group.isTransform = false` on non-rotating Groups - Ashley correctness, components with collections must implement `Poolable` and clear in `reset()` ## Reference Materials - `references/setup-and-tooling.md`: gdx-liftoff workflow, Gradle multi-module layout, JDK and Kotlin versions, IDE setup, libGDX 1.14.0 changelog - `references/rendering-and-performance.md`: SpriteBatch batching, TextureAtlas packing, viewports, GL thread rules, frame-budget profiling, vsync ceiling - `references/architecture-patterns.md`: Game + Screen pattern, Scene2D + Ashley ECS combination, Box2D fixed timestep, 3D ModelBatch basics - `references/asset-and-lifecycle.md`: AssetManager async loading, dispose discipline, Screen lifecycle, input processor management, screen transitions - `references/deployment-platforms.md`: Desktop LWJGL3, Android (minSdk/targetSdk), iOS RoboVM constraints, HTML5 GWT vs TeaVM, packaging and signing ## Key Decision Points | Decision | Default | Upgrade When | |----------|---------|-------------| | Generator | gdx-liftoff | Always (gdx-setup is deprecated) | | Language | Kotlin (Java if HTML5 needed) | HTML5 target requires Java | | JDK build target | Java 21 | Java 17 minimum; iOS source level capped at 8 | | Architecture | Game + Screen + Scene2D | Add Ashley ECS for mid-size entity counts | | Physics | Box2D fixed timestep (60 Hz) | Bullet for 3D | | Asset loading | AssetManager async, pump update() per frame | Multiple update() per frame on loading screen | | Texture strategy | TextureAtlas, POT, packed via TexturePacker | Never load loose Textures per sprite | | Screen transitions | Reuse Screen instances or libgdx-screenmanager | Constructing new screens per transition is wasteful | | Input handling | Set processor in show(), null in hide() | InputMultiplexer for Stage + custom processors | | HTML5 backend | GWT | TeaVM if you need Kotlin or modern JS interop (still WIP for libGDX) | ## Behavioral Rules - Never share Texture or AssetManager via static fields (Android lifecycle breaks them) - Never call OpenGL or `Gdx.gl.*` from a non-render thread - Never load loose Textures per sprite, always pack atlases - Always dispose every OpenGL-backed resource on Screen.dispose() or Game.dispose() - Always set `Gdx.input.setInputProcessor` in Screen.show(), null it in Screen.hide() - Always set `Group.isTransform = false` on Scene2D Groups without rotation or scaling - Always cache `ComponentMapper.getFor(...)` references in Ashley systems - Always use a fixed timestep for Box2D, decoupled from render rate ## Source Anchors - libgdx.com (canonical wiki and news) - javadoc.io/doc/com.badlogicgames.gdx/gdx/latest (canonical API) - github.com/libgdx/libgdx (source) - github.com/libgdx/gdx-liftoff (project generator)
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