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27. October 2019


Talos is an open source Java based particle system creation tool powered by the LibGDX graphics framework.  The source code is available on GitHub under the Apache 2.0 open source license, while the executable is available here in JAR format.  Currently there is a LibGDX runtime with hopefully more game engines to follow in the future.

Version 1.05 was just released with the following features:

  • legacy libgdx particle file importer full functionality
  • Modules can now be renamed with double click on the title
  • Full Copy/Paste functionality for modules from emitter to the emitter. Works between different talos windows.
  • Additive blend mode support in renderer and config properties for emitter
  • Global dynamic user set vars (global scope input)
  • Dynamic Drag point support for visualizing vector2 values in the preview window
  • Filtered search drop-down for module creation
  • Dropping curve in empty location auto-open's module popup.
  • Preview supports background and foreground images.
  • Viewport width can be changed with exact numbers in input box instead of just scroll for zoom
  • Particle in the preview window can be moved with right-click
  • Module multi-select with rectangle hit, with SHIFT, and with Ctrl+A
  • Categorized module list
  • Some modules now have their default values exposed as input fields
  • Performance numbers such as triangles, particle count, render times and more shown in preview
  • Runtime: attached mode
  • Runtime: loopable effects and support for API methods such as pause/start/stop allow completion
  • Batch legacy import functionality
  • Export for runtime format
  • Settings dialog for default asset location
  • Module Grouping with Ctrl+G, color and custom text for module groups
  • Up & Down positioning for emitters.
  • Fixed samples list to work, now you can see 3 example .tls in File->Samples menu
  • Offset dynamic shape module
  • Module to script in java code and manipulate inputs/outputs
  • Beam Renderer module
  • Random Input slot module
  • Perlin Noise module
  • From To to Position/Size/Rotation converter module

Given the new ability to import existing LibGDX particle effects, you can download plenty of examples to play around with in this project.  If you are interested in learning LibGDX be sure to check out our complete tutorial series available here.  To learn more about Talos and see it in action, check out the video below.

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21. July 2019


The cross platform open source Java based game framework libGDX just released version 1.9.10.  If you are interested in learning libGDX we have a comprehensive tutorial series available here and a video series available here.  While the tutorials are a few years old, libGDX is a mature framework that has stayed relatively stable over time, so they should still be perfectly valid.  This release updates several of the dependencies to newer versions as well as an update to the Gradle build system.

Highlight details of the release include:

  • GWT update to 2.8.2
  • MobiVM release 2.3.7
  • Lwjgl 3.2.1
  • Lots of QOL and bug fixes for GWT backend
  • Better iOS backend customization
  • PixmapPacker features like NinePatch and whitespace stripping
  • InstancedRendering support via Mesh and InstanceBufferObjects
  • SCENE2D (Standard tweaks and improvements across the board)
  • Gradle updates to latest

Full release notes and details are available here.

GameDev News


23. October 2017

LibGDX have just released version 1.9.7.  LibGDX is a popular open source Java based game framework, although releases have been somewhat infrequent of late.  We have extensively covered it in the past with text and video tutorials available here and here if you are interested in learning more.  This release includes several compatibility upgrades including iOS 11 support, RoboVM 2.3.3 support, a bump up to LWJGL 3.1.3 and several improvements and features.  Be aware that in order to support LWJGL code breaking changes were made to the GLFrameBuffer class.


Details from the release notes:

- Update to MobiVM(RoboVM) 2.3.3

- Add iOS 11 support

- Update to Lwjgl 3.1.3

- Update to MOE 1.4.0

- API Change: GLFrameBuffer has been refactored https://github.com/libgdx/libgdx/pull/4882. Create standard FrameBuffers with static methods. Customized FBOS with FrameBufferBuilder

- API addition: Tiled group layer support

- Fix Tiled properties, offset parsing for image layers

- API addition: Added utility methods for Vector equals with epsilon

- Fix Animation backing array type

- Fix Mesh copying with 0 indices

- Fix restoration of pooled particle effects scale

- Fix loss of controller listeners on reconnect

- Added basic kotlin project generation support in the setup tool

- API addition: Allow APK expansion to be used in fragments and activities

- API addition: Added color properties support from tiled maps

- API Change: Added rotation vector sensor support on Android

- API Change: GLProfiler refactored for OOP and lwjgl3 multi windows

- LWJGL3: The creation of additional windows via Lwjgl3Application.newWindow() is now deferred, with postRunnable(), until all existing windows have been updated. This fixes a potential native crash with NVidia GL drivers on Windows, presumably caused by a GL context conflict.

- API addition: Lwjgl3WindowListener.created() is called after a new window has been created. It's unsafe to call Lwjgl3Window functions in between Lwjgl3Application.newWindow() and this callback.

- Updated LWJGL3 backend to 3.1.3.

- Lwjgl3Graphics.setUndecorated() and Lwjgl3Graphics.setResizable() now delegate their work to the respective GLFW functions.

- API addition: ProgressBar.isVertical() - returns whether a progress bar is vertical or horizontal.

- API Change: SplitPane now by default does not allow the split amount to shrink children below their minimum sizes (cropping them). This behavior can be reverted by overriding clampSplitAmount or wrapping the children in Containers set to minSize(0) and fill(). SplitPane also now correctly includes the handle min size in its own min size calculations.

- API Change: SplitPane.getSplit() renamed to SplitPane.getSplitAmount() to match other getter and setter names.

- Improved internal Timer synchronization.

- API Change: List#drawItem, added float width parameter.

- API Addition: Make it possible to disable sound on the GWT-Backend with disableSound=true.

- API Change: ScrollPane setWidget deprecated in favor of setActor to match other APIs.

- API Change: removed JGLFW backend

- Fixed mixed up use of TexturePacker.Settings.stripWhitespaceX|Y.

- Added joystick POV support to LWJGL3 controller backend.

- Added support for 2d particles sprite animation.

- API Change: ParticleEmitter getSprite, setSprite, getImagePath, setImagePath are now getSprites, setSprites, getImagePaths, setImagePaths.

- Added support for 2d particles independant scale X and Y.

- API Change: ParticleEmitter getScale, matchSize are now getScaleX/getScaleY, matchSizeX/matchSizeY. Added scaleSize(float scaleX, float scaleY)

GameDev News


21. August 2016

 

LibGDX just released version 1.9.4 composed primarily of bug fixes.  LibGDX is a cross platform Java based 2D/3D game framework.  If you are interested in learning more we did a Closer Look at LibGDX review.  Additionally there is a full tutorial series available both text based and video based.

 

While not exactly a massive release, here are 1.9.4’s release notes: 

 

[1.9.4]
- Moved snapping from ProgressBar to Slider to prevent snapping when setting the value programmatically.
- Bullet: added btSoftBody#getLinkCount() and btSoftBody#getLink(int), see https://github.com/libgdx/libgdx/issues/4152
- API Change: Wrapping for scene2d's HorizontalGroup and VerticalGroup.
- Fix hiero problem with certain unicode characters. See https://github.com/libgdx/libgdx/issues/4202
- Switched to RoboVM fork 2.2.0, fixes incompatibility with Android Gradle plugin and iOS 9.3.4
 

There were several other bug fixes that can be viewed on the Github commits

 

LibGDX is available for download here.

GameDev News


25. July 2016

 

BDX can best be though of as a mashup between Blender and LibGDX, a game engine built on top of the LibGDX framework, directly integrated inside the Blender application.  This enables you to create levels directly in Blender and take advantage of Blender features such as physics, but code your game using Java and LibGDX.  I took a look at a very early version of the engine available here and it’s come a long way since.

 

Version 0.25 is primarily a bug fix release, but brings some new features to the table.  From the /r/gamedev announcement:

 

  • Render-to-texture is now supported.
  • GameObjects can now be invisible on select cameras, simply by adding a reference to the GameObject to the camera's "ignoreObjects" list. This, when combined with render-to-texture support, allows for some nice shader effects.
  • Texture loading and texture switching on Materials is now supported.
  • A new Mesh class has been added, allowing you to easily alter vertex information for GameObjects' meshes.
  • Fog / mist is now fully supported.
  • Support for a Viewport has been added to allow you to tweak how your game scales onscreen.
  • Many bug-fixes, and other tiny added features.

For more detail, see the commit log over on GitHub.

 

It’s a cool engine, one I highly recommend you check out if Blender is core to your workflow.

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