Starting out with libGDX and documenting the journey
In an attempt to learn game programming for smartphones, more precisely android, I’ve decided to try and document the entire journey from start to finish using libGDX.
Now this is not the first time that I have been involved with games, I’ve been involved in more than one project, ranging from large to small, but always with the focus of art.
This time however I’ve decided to go as deep as the programming.
Working with Mario Zechner, the crazy austrian guy (meant in a good way) behind libGDX in the past, have taught me a lot of things, but I’ve never really focused on the programming part, except for writing tools for softimage, which has been my weapon of choice for many years now. These tools, which were aimed at making game assets easier, have helped me not only learn more about programming, but also to understand various other things, like how to optimize your assets, what assets are actually needed and have given me a good understanding of best practices when it comes to art assets.
However, when it comes to programming for a game, and I don’t mean just parts of it, but everything that comes with making games, I’m mostly on completely new territory. Writing the things I discover down in this blog, as well as sharing what I learn, should hopefully help making the things I learn stick. Also I hope that whoever is reading this, might come away with something useful as well.
For those more interested in the process that goes into making the art, I will also share some techniques for that in the future.
The journey for this will be long and difficult, there will be times where I might run out of steam, but hopefully I’ll be able to keep pounding away at my keyboard.
And now, time to open up Eclipse again.