Contract & libgdx road map

I signed a contract today with Handmark, partner of a lot of OEMs and carriers, mainly in the U.S. from what i could gather. They will likely bundle it in some form with future Android devices, or publish it on their own market targeted at Sprint customers. No real details where given. In any case, any publicity is good publicity.

I know i’ve been kinda slow with additions to libgdx lately. Rest assured, i still work on it, albeit i only iron out some bugs and slowly but steadily increase the test coverage of Box2D. The next release (0.6) is scheduled for next sunday, it adds some small but important modifications to the Box2D wrapper along with a debug renderer for testing (which should only be used on the desktop! it’s slow on devices! TAKE NOTE!).

The future of libgdx looks as follows: i’ll add the mod player capability available in Andengine (yes, i too can “steal” code :)), add support for the TMX tile map format, clean up some dirty interfaces/classes (camera classes, i’m looking at you!), include the MD2 loader i wrote back in January for the tutorial (with fixes from Moritz, thanks!) and try my hands on a wrapper for Bullet. I’ll also stop being lazy and add a multitouch handler for Android so the pointer parameter of the InputListener methods are of actual use. Don’t expect any miracles on devices such as the N1 or Droid though, their touch screens still suck!

All this (expect the bullet wrapper) should be done by the end of august if all goes well and my work load at my day job decreases a little. I’d love to get some other people on the board which could help me out, but i guess the libgdx community is more or less non existant at this point 🙂

7 thoughts on “Contract & libgdx road map

  1. Nice.. Wait a road map!!! You are already one upping big G! 😉 The talk today that I gave was a bit scattered as I’m right smack dab in the final throws of hackerdom though I dropped your name and efforts in reference to folks doing something similar. I unfortunately have pushed so hard recently; tomorrow / today is the 1st day off in July! With a bit of luck my effort will see release in 2-3 weeks. I’m likely signing a contract for a full time gig to start tail end of August. Still dreading the final release engineering aspects. Turns out my effort is roughly ~80 separate modules and each one will have it’s own Git repository. I’m looking at Apache Ivy right now to manage dependencies in a light weight manner (external from Eclipse / Idea). But yeah my presentation was definitely scattered. No one there knew anything about OpenGL and I was completely exhausted going into it and lacked focus (I pushed 2PM Sunday to 10PM Monday to try and get a temp code drop ready, but didn’t get all the way done; got 6 hours sleep then tried to prepare um a presentation?). I did somehow manager to not swear like a sailor when I touched on fragmentation though I could of had my “Steve Ballmer” moment. Still though I wished I had a week to prepare for it and relax a little as it’s gonna be on YouTube eventually and I’m a much better presenter.. ;P doh.. oh well..

  2. Hey, that sounds like great news, especially the full time gig! Don’t worry about the presentation, it was probably very entertaining :). Report back if the talk is online, i’d love to watch it.

    80 seperate modules, huh? That’s a little scary. Might biggest project at work is around 60 projects, managed via Maven/Continuum. It works, but boy are those deployments shit. If you get experienced with Ivy let me know what you think of it. I wanted to use it too at some point in time, forgot about it then though :p

  3. Congrats on the libgdx contract!

    Mike: I was out at the talk last night, although I didn’t get the chance to stick around afterwards for drinks or anything (had to meet a friend). It’s true that probably very few people had any OpenGL knowledge (I sure as hell don’t), but there was definitely value in the talk. I feel like I’m going to need some kind of basic game engine programming overview at some point, but all your stuff about background garbage collection and fragmentation was excellent. Just due to lack of experience, there are tons of things that I’m not going to know to keep in mind going into my own projects, so having an experienced viewpoint is awesome.

  4. Cool! Don’t count on the Bullet wrapper yet though, that will take some time. The rest should be in there by end of august. Also, make sure that other engines are not a better fit for your need. libgdx is pretty low-level and you have to know what you do.

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