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Libgdx and javafx
Libgdx and javafx











libgdx and javafx
  1. Libgdx and javafx Pc#
  2. Libgdx and javafx free#
  3. Libgdx and javafx windows#

If it exists, I think I get them.Ĭodename One seems to include some of these concepts. even if I already saw some limitations in real time on PC.īut, as JavaFX is not supported by mobile tools, my aim is NOW to get tools that have similar libraries, especially Transitions (sequential, translate, rotation, fade, scale and, why not, parallel and path). JavaFX was a good idea for "easily" producing a mock-up on PC. My first aim was/is to be independent of each platform. But, I don' want to dedicate the product to each kind of mobile platforms. Thank you for helping me about this problem.

Libgdx and javafx windows#

Use the best UI layer you have available on each platform.įor Windows phone you should look at either Xaml or DirectX or one of the engines that support that platform. NB: My game is very configured for easing its adaptation BUT if I do use another classes than javaFX ones (except their functionalities were similar), it would be very embarrassing.ĭon't be embarrassed! Why would you be embarrassed for not using JavaFX, that's completely unnecessary emoting.

Libgdx and javafx Pc#

If it doesn't, you might need to look deeper into a rewrite in libGDX unless you're willing to radically change your strategy.Ĭodename One, libgdx or Gluon three solutions that could match to the specifications : "Not to much effort for adapting my game from PC to mobile" much more work) but it likely provides a better ROI if it works for you. Gluon might be a riskier option than a "real" port (i.e. Given that you already have something developed in FX, it seems crazy not to at least look into it.

Libgdx and javafx free#

I'm not sure if there are any big catches to the free version of Gluon (or if even they consider the product viable for games), but it doesn't look like you need to buy it to try it out. I've noticed a few areas where they seem to be trying to pass speculation/conjecture off as hard facts. Again, there could be bias coming into play with their analysis there. The Codename One comparison might be truthful, it might even be perfectly accurate, but they are most certainly a biased party to get your information from.Ĭodename One does talk about JavaFX in some areas I've seen, and it's always negative, arguably just FUD depending on your own outlook on tech. Since you already have something done and working in FX, I wouldn't write off Gluon so quickly without at least trying it.

libgdx and javafx

And, perhaps, have you a feedback about it? I need to look deeper into this solution. This product seems to generate from Java (and JavaFX) a program dedicated to each kind of mobile? I don't know why it is not widespread in the mobile tools.īut, perhaps, it exists another solution (that you have not mentioned): "codename one". JavaFX (with its multiple transitions) is a very good solution for producing a dynamic game. As for Windows Phone, you're out of luck I guess. TL DR: No JavaFX on mobile, you need to target the UI libs of each platform individually or target the compatibility layer whatever means you end up using to run your app in iOS. Then again, no JavaFX, you'll be using whatever libGDX has to do everything. So all you're left with is libGDX probably, they have some iOS targeting strategy that I'm not knowledgeable about. There is also Intel's Multi OS Engine, which it seems it will allow you to run stuff on iOS, but no JavaFX. Not with JavaFX though, desktop UI libs weren't ported. There is BugVM, which is a fork of RoboVM. Unless you buy something like Gluon Mobile (dunno if you can use their JavaFX port individually).Īlso Java as it is, right now, since Xamarin bought RoboVM, and Microsoft bought Xamarin, which in turn canned RoboVM, has some rough patches when trying to run it in iOS. JavaFX doesn't works on any mobile platform as it is (iOS, Windows Phone, and Android).













Libgdx and javafx