Learn LIBGDX with Real Code Examples
Updated Nov 24, 2025
Architecture
Core module + platform-specific launchers
ApplicationListener lifecycle
OpenGL abstraction over desktop/mobile
Scene2D as UI/game layer
Modular sub-libraries (AI, Box2D, Graphics, etc.)
Rendering Model
OpenGL ES for mobile
OpenGL for desktop
SpriteBatch batching
3D ModelBatch rendering
Custom shaders and pipelines
Architectural Patterns
Core + platform launchers
Scene2D actor hierarchy
ECS via Ashley
AssetManager dependency loading
Event-driven input
Real World Architectures
Android action platformer
Turn-based tactics engine
3D simulation with custom shaders
Desktop roguelike
HTML5 casual games
Design Principles
Write once, run everywhere
Low-level control with high-level helpers
No editor lock-in
Modular libraries
Performance-first design
Scalability Guide
Use batching and pooling
Reduce object allocations
Optimize physics tick rate
Texture compression
Split modules for large games
Migration Guide
Switching from old GL20 APIs
Porting from LibGDX 2D -> Scene2D
Replacing deprecated roboVM libs
Updating GWT configurations
Refactoring to Kotlin if needed