Android Game Engine Comparison & Experience

Dan Noguerol from Whizzo Software just put up a nice blog post detailing his experience with various Android game engines: Rokon, Andengine and libgdx. We are happy that Whizzo Software chose libgdx for their upcoming port of Mayan Madness! See

Especially interesting in that regard is that Dan states that he had the impression libgdx would require a fair amount of OpenGL ES experience but that that turned out to be not true in his case.

Navigation With Detour/Recast

I just stumbled over Detour/Recast today. Recast is responsible for generating navigation meshes for your 3D environment, think of it as as an asset processing tool. Detour is an accompanying path finding and spatial reasoning toolkit. It’s responsible for calculating paths for entities on the navigation mesh among other things.

It’s ZLib licensed so you can easily use it in your commercial and non-commercial games. From the blog it seems that the library suffers from the same refactoring API breakage that libgdx does at times, that’s fine with me 🙂

Here’s a little image to give you an idea:

And a nice video as well:

Drunken mine dwellers from memoni on Vimeo.

I could think of a couple of things that this could be useful for libgdx as well. Collision detection and response being one of them. And of course super massive RTS games…