What is the difference between AndEngine and LibGDX? [closed] - java

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I read that they both are based in OpenGL ES 2 and both have Box2D physics.
I'm pretty new into Android game development, but somewhat experienced with game development (C++ and C#/XNA). I also have experience with Unity and Construct2.
So, I'm trying to find a great game engine to use to develop 2D games.
Do you guys have any recommendations or anything? I'm willing to purchase books and whatnot.

The difference is that LibGDX is a cross-platform framework.
You can basically write code just once and then deploy it with nearly no changes to desktop, Android, iOS, and even the browser via GWT/HTML 5. This is really convenient and will make debugging and developing in total a lot faster.
For more discussions like this see the following questions (make sure to read all answers and comments, since this is mostly an opinion based topic here).
https://stackoverflow.com/questions/7669268/andengine-vs-libgdx?rq=1
Switching from AndEngine to libgdx - what to know?
https://gamedev.stackexchange.com/questions/43332/difference-between-libgdx-and-andengine
I am quite experienced with LibGDX and can definetely say it is a great framework with a really helpful and active community.

This question is not what SO is made for. Just to let you know, i think it will soon be closed.
Anyways: This 2 are 2 different engines. I am using Libgdx and have never used AndEngine. But i have read some discussions, so i list some of the differences:
AndEngine lets you start faster, Libgdx needs some setup and experience (IMHO)
Libgdx supports crossplatforming, meaning you can develop 99% on desktop and when you finished you can add a few codelines and it runs on Android to.
Libgdx is a bit more flexible and powerful, which is positiv and negativ (to flexible is overkill)
Libgdx has most times a better performance as much as i know.
Both have a 2D scenegraph and other possibilities to (low level ways)
Source: AndEngine vs Libgdx, the developer talk both about their engine.

Well AndEngineis a native library for Android platform.But LibGDX is a cross platform gaming library which can support all platforms.If you want to support your game to many platforms than use lidgdx.If you are targeting only for android then AndEngine is good Solutions.Both have to code in Java only.
If you are good at C++, i recommend you to go for Cocos2dX which is also a Cross platform gaming library supporting all platforms.check this link for cocos2dX

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iPhone Development, either Java with LibGDX on Eclipse OR Swift on Xcode? [closed]

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I want to develop for iPhone. I have only a little experience with programming in general. I am tossing up between Java on Eclipse with LibGDX OR Swift on Xcode. I have developer accounts so don't worry about that. Any suggestions?
If you want to develop only for iPhone/Mac, use Swift (or/and Objective-C) and Xcode. Everything will be smoother and Apps will be native. Keep in mind, though, that Swift/Xcode 6 are still in Beta, so you may encounter some difficulties if you want to ship your apps immediately. Apple should release the first stable version of Xcode with Swift before the end of the year, though, so you will need only a little bit of patience.
If you want your applications to be available in non-Apple platforms, then maybe go with Java, etc.
Side note: There is the chance that Apple makes Swift open, so developing with Swift for non-Apple platforms would be potentially possible... But I wouldn't count on it, though, at least for the near future.

Mobile Programming Advice [closed]

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I'm 17 years old. I'm a student at high-school.
I want to learn to program on Android and start making useful apps - I have some ideas I could implement, they're basic, but ingenious. The thing is I don't know where to start.
I know that to be able to program on Android, you have to understand Java. My only interaction with Java was about a year ago, when I had to make a bridge between 2 programs. I did it by imitating other's codes. So basically, I'm a newbie regarding Java.
This is my know-how:
C++ is my main language in which I program: I program around 4 hours a day. I make extensive use of OOP concepts, which is a very significant trait of C++. I've started programming C++ around 4-5 years ago.
I did a couple of projects, which involved micro-controllers.
I don't know if it helps, but I'm very good at building technical things in reality.
The question is: can somebody help me find a good way to learn to program in Android environment? Maybe someone who was in the same situation as mine. I'd prefer using only resources found on internet.
PS: The thing is, there's a contest in March about mobile applications, and I'd like to go there to learn something. First of all, I must have a project finished, so I can go there. Without this, I can't.
Start reading and following
http://developer.android.com/training/index.html?utm_content=bufferf56e9&utm_source=buffer&utm_medium=google&utm_campaign=Buffer
Secondly you can download and study some good books on Android Development after going through some basic apps.
Professional Android 4 Application Development: Edition 3 by Reto Meier is a very good book.
Finally start active participation in Android forums, Webinars and specially don't forget to test your apps on different Android devices.
What is the best reference to starting with Android?
Start in Android Developer website and get to know the basic API. You can also search in Youtube is a good source of hundreds if not thousands of tutorials relate to Android SDK.
What is the best IDE to developing Android and testing the Android
softwares?
You can use either Eclipse, a great IDE for java/android SDK, or the new Android Studio provided by google which I think is promising.
Beside the slow emulator provided by the SDK there is a good alternative and is GenyMotion.
Get Started Today -> SDK & First Video
Wish you the best of luck!
If you are new to Java, you should start with The Java Tutorials
After that, you are ready for the Android Tutorial.
Android also provides an IDE for developing apps, just in case the question will arise.
Good luck!

Cross Platform Desktop Application like Steam - What technologies are available [closed]

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I am looking to develop a cross platform desktop application (along the lines of steam), I currently have good working knowledge of Java.
My question is what is the best way to create this program?
I have done alot of research into this topic but I am still unsure of which technology to use, I have researched Qt, JavaFX, Swing and C++.
As my research has found all Steam is fundamentally is a web browser that just renders HTML pages.
As my expertise are Java I am influenced to use JavaFX / Swing but I am concerned that the GUI's are not up to scratch using these frameworks.
Qt has also come up alot in my research and looks like a viable option.
I researched this quite a bit and was at this cross-roads several months ago. In my opinion, Qt is the way to go. You can develop cross-platform C++ apps with a traditional GUI look and feel as well as use QML (Qt-Meta-Language) to develop UIs with more of a fluid-like touch interface. My codes run cross-platform on OSX, Linux, and Windows. In each case I get native look and feel with the UIs

Best GUI Toolkit/Framework for Java and Python [closed]

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I've been write window programs with C# + WPF for a while now. It is very good, has alot of rich elements as of .NET 4.5 but I dont really buy the idea of porting window based programs to other operating system like OS X using mono and others.
I started working on Java and Python, I haven't written any desktop based program with anyone of them yet as there are war of GUI framework/toolkit out there and everyone is just getting religious about things.
I need some clarification hence the following Questions, mind you these questions might be answered before but like I said, Clarifications:
What is the different between GUI toolkit and GUI framework
For Java programming, I see swing is integrated with Netbeans, from my research, people are speaking of qt's Jambi and GTK for java and python, I have no idea about any of these and I want to know, (1) Which do you use and why? (for Java and python), (2) Visual studio do all the magic for WPF and C#, which IDE can do these magic in java and python.
Lastly, I want you all to know that my asking these question is just to know which rich, powerful GUI and cross platform toolkit/framework (Whichever the right term is) is best for java and python with easy learning curve.
Constructive criticism are welcome BUT, I will be glad if there are answers.
JavaFX seems like a poor imitation of WPF.
Still, I have not seen any examples of how much (if at all) support does JavaFX provide for MVVM, which is what makes WPF the best UI Framework in the history of mankind.
from what I've seen, swing is more similar to winforms than anything else, if you come from WPF that will feel like going back to the stone age.
Side Note: java IDEs don't hold a candle compared to Visual Studio.
I know QT is for Java (and Python of course). It is well documented and is used by a lot of people around the world.

Android: code for 3D human body that can be animated [closed]

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I'm looking for something rather specific here. It'd be great if it already exists, if not I don't mind piecing together what's needed.
Essentially: I want to show a 3D human body model on the screen, and in code, be able to manipulate joints to create custom animations; nothing too facny though. Just something along the lines of leftElbowJoint.rotate(57) would be perfect.
Any recommended code and/or starting points?
If you want to use 3D objects in your Application or Wallpapers. Take a look at RajaWali Library which is based on OpenGL ES 2.0/3.0. Download the library and Demo App where he use good 3D Animations on Blender objects. Like Crawling , Hand moving. One of his Animation Example is here.
I'm not sure how advanced your programming experience is. But here are a couple of options how you could achieve this:
1) Start from scratch. Have a look at the OpenGL ES library for Android. You would code the basis of your application.
2) Have a look at a 3d library build on top of OpenGL ES, that will should reduce the amount of coding need. You would be getting the basis for your application.
3) Have a look at unity. Animating 3d objects can be done with ease.
The 3d object human you could either make yourself with an app like Blender or download from a website like.

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