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Deploying your application
The mechanism to deploy your game differs between platforms. This article aims to articulate what is necessary to deploy to each platform that Libgdx officially supports.
The easiest way to deploy to Windows/Linux/Mac is to create a runnable JAR in Eclipse, which includes all of your code, the code of libgdx and any extensions, and your assets. To create a runnable JAR:
- Right click your desktop project, select "Export"
- In the next dialog, select "Java -> Runnable Jar", click "Next"
3. In the next dialog, specify the launch configuration you use to start the game on the desktop from within Eclipse, and select the output JAR file name
This will package all code and your assets into a single JAR file. To run the JAR file, a user can just double click it, provided she has Java installed.
A project worth mentioning is JarWrapper, a tool to bundle a JRE with your desktop jar file in a cross platform manner. this tool is in development.
TBD
TBD
Deploying to HTML/JS is straightforward for most cases.
- Right click your HTML project and select "Google -> GWT Compile"
- Keep the default settings and click compile
- A window will appear asking you to select the WAR directory. It is in your HTML project's folder.
- GWT will proceed to cross-compile your code into javascript. It will take awhile, but you can view the progress by pulling up the console in Eclipse.
Once the compile is complete everything you need to run your game on the web will be inside the WAR directory. Unless you are using RPC calls or other server side operations in your game, there are only a few things left to do.
- Copy the "index.html" file, your assets folder, and the folder ending in "mygdxgame.GWTDefinition" to a directory on your web server
- Navigate to the URL and you should see a loading screen for your game
Notes:
- If you are using server-side operations in your code, you will need to install Tomcat or similar software on your web server and place the full contents of your project's WAR directory in the "webapp" directory. More details here.
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Developer's Guide
- Introduction
- Goals & Features
- Community & Support
- Contributing
- Games Built with Libgdx
- Prerequisites
- Project Setup, Running & Debugging
- Third Party Services
- Working from Source
- Using libgdx with other JVM languages
- The Application Framework
- A Simple Game
- File Handling
- Preferences
- Input Handling
- Memory Management
- Audio
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Graphics
- Configuration & Querying Graphics ??
- Fullscreen & VSync
- Continuous & Non-Continuous Rendering
- Clearing the Screen
- OpenGL ES Support * Configuration & Querying OpenGL ?? * Direct Access ?? * Utility Classes * Rendering Shapes * Textures & TextureRegions * Meshes * Shaders * Frame Buffer Objects
- 2D Graphics * SpriteBatch, TextureRegions, and Sprite * Clipping, with the use of ScissorStack * Orthographic camera * Mapping Touch Coordinates ?? * NinePatches * Bitmap Fonts * Distance field fonts * Using TextureAtlases * Pixmaps * Packing Atlases Offline * Packing Atlases at Runtime * 2D Particle Effects * Tile Maps * scene2d * scene2d.ui * Skin
- 3D Graphics ?? * Quick Start * 3D animations and skinning * Importing Blender models in LibGDX * Perspective Camera ?? * Picking ??
- Managing Your Assets
- Utilities
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Math Utilities
- Interpolation
- Vectors, Matrices, Quaternions
- Circles, Planes, Rays, etc.
- Bounding Volumes ??
- Intersection & Overlap Testing ??
- Physics
- Tools
- Extensions
- gdx-audio ??
- gdx-freetype
- Deploying your Application
- Building Libgdx ??
- Articles
- Deprecated (May be outdated)
- The Application Framework
- The Application Life-cycle ??
- Modules Overview
- File Module
- Graphics Module
- Asset Manager
- Tutorials
- Video Tutorials
- Beginner * Hello World * My First Triangle * Mesh, Color & Texture * Projection, Viewport, & Camera * Creating and texturing 3d models in Blender for Libgdx
- Intermediate * Actions
- Misc * AdMob in Libgdx * Integrating Libgdx and the Device camera * String Builder ??
- The Application Framework