FPS Display - Libgdx Typing CST Test
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FPS Display — Libgdx Code
Shows frames per second on screen.
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
public class FpsDemo extends ApplicationAdapter {
private SpriteBatch batch;
private BitmapFont font;
@Override
public void create() {
batch = new SpriteBatch();
font = new BitmapFont();
}
@Override
public void render() {
int fps = Gdx.graphics.getFramesPerSecond();
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
font.draw(batch, "FPS: " + fps, 30, 150);
batch.end();
}
}Libgdx Language Guide
LibGDX is a powerful, open-source Java game framework for building high-performance 2D and 3D games that run on desktop, Android, iOS, and web through a single shared codebase.
Primary Use Cases
- ▸Cross-platform 2D and 3D games
- ▸Android-first game development
- ▸Custom in-house engines
- ▸Scientific/physics simulations
- ▸Desktop games with OpenGL rendering
Notable Features
- ▸Single Java/Kotlin codebase -> multiple platforms
- ▸Scene2D UI and Scene2D stage/actors
- ▸Built-in physics via Box2D
- ▸OpenGL-based rendering pipeline
- ▸Powerful math + linear algebra library
Origin & Creator
LibGDX was created by Mario Zechner and maintained by a global open-source community focused on flexible, high-performance Java game development.
Industrial Note
LibGDX thrives in Android game development, indie 2D/3D engines, simulation-heavy games, and education-especially for teams needing full control without being locked into heavy engines.