SuperAPI AI Directory

libgdx-development

Coding & development

View repository

Updated 10-15 09:52

About this skill

<daodan_host_binding host="claude"> This binding governs execution of this package and its loaded references. It takes precedence over executable examples written for another host. Use only registered tools and their actual input schema; an example never creates a tool, argument, permission, model alias or nested worker capability. Preserve the generated worker allowlist, dependency closure, scope and delivery contracts.

Claude binding: repository tools are Read/Glob/Grep and Write/Edit; shell execution uses Bash and network fetch uses WebFetch. Pass the executable string in Bash's command field, and use its registered timeout/background schema. Worker dispatch uses the available native Agent mechanism and its registered agent-selection and prompt fields. Do not turn a prose role label into an invented role argument. Inherit the session model unless the declared workflow and active schema permit an override. Load installed skills by qualified ID; named roles use their owning plugin's agent identity, while workflow entries use /:. Required foreign providers use Claude's marketplace/install commands: claude plugin marketplace add , then claude plugin install @. A declared package MCP server is configured through the generated MCP manifest; still check its tools are actually available in the active session.

The executing agent and its coordinator own continuation, recovery, verification and delivery. Skills supply knowledge and method instructions; they are not executors or a runtime persistence mechanism.

Resolve each component by kind and exact installed identity. A role is dispatched as a worker, a skill loads instructions, and a workflow starts its declared method. Kernel owner-qualified skill references are logical provider identities: resolve them to the actual host registry name and verified installed provider path. Do not invent a registry string by adding an owner's prefix when the host does not use it. Do not load an agent identity as a skill or execute a workflow name as a shell command. Named foreign providers remain mandatory. If an installed provider, MCP server or required isolation mechanism is unavailable, stop its dependent phase and report the missing capability. Do not install a different host's plugin or substitute unrelated skills to claim coverage.

Shell execution alone does not establish interactive stdin. Before a capture or checkpoint, use an available session-control mechanism. When stdin is unavailable, keep user-driven capture in a supported background process with bounded output and an explicit stop signal controlled by the coordinator after the user's completion message. Close owned browser/process resources on completion or cancellation.

Continue working within the current authorization while the requested result is achievable. After a tool error, inspect its cause, correct the relevant input or implementation, retry when justified and verify the outcome; never repeat a failing action blindly. Do not close the turn with a promise or a partial result when an authorized next step can still produce or verify the requested result. Stop only for a documented real impediment, a missing required capability, an unresolved human decision or the caller's stop request. At that boundary, report completed results, remaining work and the concrete prerequisite for continuation; continue any independent work that the blocker does not prevent.

A tool's successful exit, a worker stop or an idle session is not the deliverable. Return final text naming observed findings, artifact paths, executed checks and blockers. An empty worker result is missing delivery: inspect or resume that worker when permitted, or record failure. Verify required artifacts and candidate gates before marking the requested outcome complete.

This is an execution binding, not a rewrite of source examples. Preserve programming language fences, domain code and host APIs that are the subject of marketplace-ops or agent-sdk-builder. A host-as-subject API is not a tool provided to this session. Compiled binding and static checks do not prove an installed host executed a run. </daodan_host_binding>

libGDX Cross-Platform Game Development

Knowledge base for building production-grade games with libGDX, the cross-platform Java/Kotlin game framework.

When to Use

  • Scaffolding a new libGDX project with gdx-liftoff
  • Designing the Game/Screen structure and Scene2D + Ashley + Box2D integration
  • Managing the rendering pipeline: SpriteBatch, TextureAtlas, viewports, cameras
  • Handling AssetManager lifecycle and OpenGL resource disposal
  • Targeting Desktop, Android, iOS, or HTML5 from a shared codebase
  • Migrating to libGDX 1.14.0 and its breaking changes (Pools -> PoolManager, JsonValue case sensitivity)
  • Debugging frame-rate drops, VRAM leaks, or input handling bugs

Quick Start

For 80% of new libGDX projects, follow this path:

  1. Generate: download latest gdx-liftoff JAR from https://github.com/libgdx/gdx-liftoff/releases, run with JDK 17 or later (Java 21 recommended)
  2. Configure in gdx-liftoff: pick platforms (Desktop + Android typical), pick language (Kotlin if no HTML5 target, otherwise Java), pick extensions (Ashley, Box2D, FreeType, Controllers as needed)
  3. Open the generated project in IntelliJ IDEA or Android Studio (do NOT use Eclipse for modern libGDX)
  4. Run :lwjgl3:run Gradle task to launch the desktop module
  5. Architecture: extend Game, create MainMenuScreen + GameplayScreen, use Scene2D for UI and Ashley for entities
  6. Assets: pack sprites into TextureAtlas (2048x2048 POT), load via AssetManager, never load loose Textures per sprite
  7. Disposal: every Texture, Sound, Music, Stage, Skin, BitmapFont, ShaderProgram MUST have an explicit .dispose() call

Then harden incrementally:

  • GL thread blocking, push IO/compute to a worker thread via Gdx.app.postRunnable
  • Screen lifecycle, set Gdx.input.setInputProcessor in show(), never in the constructor
  • Memory leaks, audit static field references to Texture/AssetManager (forbidden on Android)
  • Scene2D performance, set Group.isTransform = false on non-rotating Groups
  • Ashley correctness, components with collections must implement Poolable and clear in reset()

Reference Materials

  • references/setup-and-tooling.md: gdx-liftoff workflow, Gradle multi-module layout, JDK and Kotlin versions, IDE setup, libGDX 1.14.0 changelog
  • references/rendering-and-performance.md: SpriteBatch batching, TextureAtlas packing, viewports, GL thread rules, frame-budget profiling, vsync ceiling
  • references/architecture-patterns.md: Game + Screen pattern, Scene2D + Ashley ECS combination, Box2D fixed timestep, 3D ModelBatch basics
  • references/asset-and-lifecycle.md: AssetManager async loading, dispose discipline, Screen lifecycle, input processor management, screen transitions
  • references/deployment-platforms.md: Desktop LWJGL3, Android (minSdk/targetSdk), iOS RoboVM constraints, HTML5 GWT vs TeaVM, packaging and signing

Key Decision Points

Decision Default Upgrade When
Generator gdx-liftoff Always (gdx-setup is deprecated)
Language Kotlin (Java if HTML5 needed) HTML5 target requires Java
JDK build target Java 21 Java 17 minimum; iOS source level capped at 8
Architecture Game + Screen + Scene2D Add Ashley ECS for mid-size entity counts
Physics Box2D fixed timestep (60 Hz) Bullet for 3D
Asset loading AssetManager async, pump update() per frame Multiple update() per frame on loading screen
Texture strategy TextureAtlas, POT, packed via TexturePacker Never load loose Textures per sprite
Screen transitions Reuse Screen instances or libgdx-screenmanager Constructing new screens per transition is wasteful
Input handling Set processor in show(), null in hide() InputMultiplexer for Stage + custom processors
HTML5 backend GWT TeaVM if you need Kotlin or modern JS interop (still WIP for libGDX)

Behavioral Rules

  • Never share Texture or AssetManager via static fields (Android lifecycle breaks them)
  • Never call OpenGL or Gdx.gl.* from a non-render thread
  • Never load loose Textures per sprite, always pack atlases
  • Always dispose every OpenGL-backed resource on Screen.dispose() or Game.dispose()
  • Always set Gdx.input.setInputProcessor in Screen.show(), null it in Screen.hide()
  • Always set Group.isTransform = false on Scene2D Groups without rotation or scaling
  • Always cache ComponentMapper.getFor(...) references in Ashley systems
  • Always use a fixed timestep for Box2D, decoupled from render rate

Source Anchors

  • libgdx.com (canonical wiki and news)
  • javadoc.io/doc/com.badlogicgames.gdx/gdx/latest (canonical API)
  • github.com/libgdx/libgdx (source)
  • github.com/libgdx/gdx-liftoff (project generator)