| name | libgdx-development |
| description | 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).
|
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:
- Generate: download latest
gdx-liftoff JAR from https://github.com/libgdx/gdx-liftoff/releases, run with JDK 17 or later (Java 21 recommended)
- 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)
- Open the generated project in IntelliJ IDEA or Android Studio (do NOT use Eclipse for modern libGDX)
- Run
:lwjgl3:run Gradle task to launch the desktop module
- Architecture: extend
Game, create MainMenuScreen + GameplayScreen, use Scene2D for UI and Ashley for entities
- Assets: pack sprites into
TextureAtlas (2048x2048 POT), load via AssetManager, never load loose Textures per sprite
- 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)