B4A Library libGDX - Game Engine

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One of the best game engines for Android is now available to B4A users. Unleash your creativity!

You can read a description of this library in this guide.

Download for B4A v10.60 and older (4 MB)
Download for B4A v10.70 and newer (4 MB)

Starting from version 1.13, the library is compiled with Java 8, and thus requires a recent version of B4A and Java 8+.
To install the library, copy the .jar file and the .xml file in your libraries folder.

This library is not compatible with the Debug mode. Ensure that you always compile in Release mode.

Download also the examples and templates.

You can reduce the weight of the library if you want to keep your APK file as small as possible. Read this post to learn how to create your Lite version.

Tutorials:
How to make games
Introduction to the libGDX library
PacDroid: from scratch to fun
Shaders

Take also a look at the Cloney Bird tutorial by andymc.

Plugins:
Box2DLights
SpecialFX

Versions:
v1.14:
- I fixed a bug when Looping was changed during the execution of a sound;
- I added the RenderImageLayerAt function to all map renderers;
- I added the support of the new packaging tool used by B4A v10.70 (this mainly fixes the problem of / in paths of internal assets);
- I updated the manifest of all examples.

v1.13:
- I fixed a bug when the device was rotated (the Timer thread, for example, was not disposed which caused a problem in lgGestureDetector);
- I added two functions for Tiled maps: renderImageLayerAt and renderTileLayerAt.

v1.12:
- I added the .so libraries for 64 bits CPU;
- I added the PinchStop event to lgGestureDetector;
- I added the Orientation property to lgBox2DTransform;
- I fixed minor bugs.

v1.11:
- I fixed several bugs;
- I removed the unwanted delay after a change of screen in the Render event;
- I added the lgAsyncExecutor and lgAsyncTask classes;
- I added the missing file for the Progression demo;
- I updated the Freetype library (.so).

v1.10:
- I fixed several bugs;
- I added the support of expansion files: classes lgZipResourceFile and lgZipEntry, functions lgFiles.SetAPKExpansion and lgFiles.ExpansionFile (untested);
- I added a HashCode function to all lg...Array classes;
- I added a dozen of predefined colors to lgColor;
- I added the "raw_y" property to lgMapObjects;
- I added the grow, growX and growY functions to lgScn2DTableCell;
- I added the lerpAngle and lerpAngleDeg functions to lgMathUtils;
- I improved Atan2 in lgMathUtils;
- the collision objects of TMX tiles are now accessible via the Objects property of lgMapAnimatedTiledMapTile and lgMapStaticTiledMapTile;
- I added two new examples: Progression and Map_Box2D;
- I updated the manifest of most examples and templates.

v1.09:
- I fixed bugs, notably a major bug that crashed sometimes the game in the Render event handler when the current screen is changed;
- I added getColumnWidth and getRowHeight to lgScn2DTable and all classes that inherit from lgScn2DTable;
- I added the defaults function to lgScn2DTableCell;
- TMX files are loaded faster.

1.08:
- I fixed bugs;
- I added the lgFontGeneratorParameters class;
- I added CreateFontWithParam to lgFontGenerator;
- lgFontGenerator can add now a border and a shadow to the generated fonts (via CreateFontWithParam);
- I added Initialize2, LabelAlign and LineAlign to lgScn2DLabel;
- I added SetStateWithoutEvent to lgScn2DButton and lgScn2DTextButton;
- I added TitleLabel and TitleTable to lgScn2DWindow (this deprecates ButtonTable, Title, TitleWidth and TitleAlignment);
- I added getIndex to lgMapLayers and lgMapObjects;
- I added Target to actions of Scene2D;
- I removed Print from lgScn2DGroup (use Log(myGroup) instead);
- lgMapTiledMapImageLayer uses now float values for position;
- lgNinePatch uses now float values for paddings;
- lgPixmapPacker and lgPixmapPackerPage were rewritten (the many changes will break your existing code).

1.07:
- I fixed a few bugs, as usual;
- I added InitializeTransparentView to LibGDX;
- I added the lgKTXTextureData class to support the KTX and ZKTX file formats;
- I added a new demo: Format_KTX;
- I added argb8888 and argb8888ToColor to lgColor
- I added the lgMapAtlasTmxMapLoaderParameters class;
- I added Initialize3 and Load2 to lgMapAtlasTmxMapLoader;
- I added LoadExternal and IsInitialized to lgMapTmxMapLoader;
- I added FrameTiles to lgMapAnimatedTiledMapTile;
- I added a Tag property to lgSprite;
- I added hasOppositeDirection, hasSameDirection, isCollinear, isOnLine, isPerpendicular, AngleRad and rotateRad to lgMathVector2;
- I added rotateRad to lgMathMatrix4;
- I added clamp4, log, log2, Randomize, randomInt, randomInt2, randomSign, randomTriangular and randomTriangular2 to lgMathUtils;
- the random number generator of lgMathUtils uses now the xorshift128+ algorithm;
- I renamed Create2 to Combine in lgMesh;
- I removed the Create and Create3 functions from lgMesh;
- I removed the deprecated Color property from lgVertexAttributesUsage;
- it is possible now to change the KeyFrames array of lgAnimation after its initialization.

v1.06:
- I fixed a few bugs;
- I added a Texture property to lgSprite;
- I added the MotorJoint type to lgBox2DWorld;
- I added GetFixture to lgBox2DBody;
- I added Initialize3 to lgShapeRenderer to allow the use of custom shader programs;
- I added ScaleEffect to lgParticleEffect;
- I added CleanUpBlendFunction to lgParticleEmitter;
- I added scl2 to lgMathVector2;
- I added IsEnabled to lgGLProfiler;
- I added Percent, VisualPercent and VisualInterpolation to lgScn2DProgressBar;
- I added Percent, VisualPercent, VisualInterpolation and VisualInterpolationInverse to lgScn2DSlider;
- I added isLeftEdge, isRightEdge, isTopEdge, isBottomEdge to lgScn2DScrollPane;
- The Reset function of lgScn2DTableCell sets now all constraints to their default values;
- I modified the Map_Hexagonal example to display the coordinates of the touched hex.

v1.05:
- I fixed two bugs;
- the latest TMX format of Tiled Map Editor is now properly decoded (with support of animated tiles and image layers);
- I added the RenderImageLayer function to the map renderers;
- I added the lgMapTiledMapImageLayer class for the image layer of tiled maps;
- I added the OffsetX and OffsetY properties to lgMapAnimatedTiledMapTile and lgMapStaticTiledMapTile;
- I added the CurrentFrame and CurrentFrameIndex properties to lgMapAnimatedTiledMapTile;
- I added the FinishLoadingAsset function to lgAssetManager;
- I added the SetAlpha function to lgBitmapFontCache;
- I added FixtureCount and GetAllFixtures to lgBox2DWorld;
- I added the ResetOnTouchUp property to lgTouchpad;
- I removed Scale and Div from lgMathVector3 because these functions were deprecated.

v1.04:
- I fixed various bugs, notably a bug affecting the Backspace key on the virtual keyboard of some devices;
- I added the missing OpenGL functions in lgGL;
- I added the KeepWithinStage function to lgDragAndDrop;
- I added the dampingRatio and frequencyHz fields to lgBox2DWeldJointDef;
- I added the DampingRatio and Frequency properties to lgBox2DWeldJoint;
- I added the Line6 function to lgShapeRenderer;
- I added VisualScrollPercentX, VisualScrollPercentY and FlickScrollTapSquareSize to lgScn2DScrollPane;
- the LineHeight property of BitmapFonts can be modified;
- I updated the .so files;
- I added an example: Sensors.

v1.03:
- I fixed various bugs;
- I added the VertexColor property to lgPolygonSprite;
- I added the Equals function to lgArray;
- I renamed Ellipse to Ellipsis in lgScn2DLabel;
- I improved the code of lgPixmapIO (less memory used, PNG with compression);
- I fixed a problem with the fragment shaders of two examples.

v1.02:
- I fixed 3 bugs in lgScn2dTable and a few others in other classes;
- I added 4 examples using shaders;
- I removed the lgDefaultGroupStrategy class because it was useless and changed the initialization of lgDecal objects;
- I added the SetRotation function to lgDecal;
- I added the Tint function to lgBitmapFontCache;
- I added the Cancel and Reset functions to lgGestureDetector;
- I added the IsKeyJustPressed function to lgInput;
- I added the Colinear and EnsureCCW functions to lgMathGeometryUtils;
- I added the Equals function to lgMathGridPoint2, lgMathGridPoint3 and lgMathRay;
- I added the IntersectRayRay and DistanceLinePoint2 functions to lgMathIntersector;
- I added the Extract4x3Matrix function to lgMathMatrix4;
- I added the WindowSize property to lgMathWindowedMean;
- I added the IsDrawing function to lgShapeRenderer;
- I added the ColorUnpacked field to lgVertexAttributesUsage;
- I added the Clear function to lgScn2DButtonGroup;
- I added the CancelTouchFocus property to lgScn2DDragAndDrop;
- I added the Rows, Columns, BackgroundTop, BackgroundLeft, BackgroundBottom, and BackgroundRight properties to lgScn2DTable;
- I added the ClearActor function to lgScn2dTableCell;
- I added the ActionsRequestRendering property to lgScn2DStage;
- I renamed CancelTouchFocus2 to CancelTouchFocusExcept in lgScn2DStage;
- I removed the Clear function from lgScn2dTableCell;
- The color markups are now supported by lgScn2dLabel and lgScn2dWindow (title).

v1.01:
- I fixed a handful of minor bugs and a big bug affecting the screen events;
- I added IsDrawing in lgSpriteBatch.

v1.0:
- I fixed bugs in various classes;
- I rewrote big chunks of internal graphics classes;
- the TMX map loaders are now able to read the Rotation property;
- the FrameDuration property of lgAnimation can now be changed during the animation;
- I added an Initialize function to lgMapAnimatedTiledMapTile to be able to set dynamically an animated tile;
- I added two new classes for debugging: lgGLProfiler and lgScn2DDebugRenderer;
- I added DebuggingEnabled and DebugColor to all actors of Scene2D;
- I added ChildrenDebuggingEnabled to all groups of Scene2D;
- I added CellDebugColor to lgScn2DTable and removed all its debug functions;
- I added SetCenterPosition, CenterX and CenterY to all actors of Scene2D;
- I replaced the Widget word by Actor in lgScn2DTableCell;
- I added the Equals and HashCode functions to a few lgMath classes;
- I added the ApproxLength function to lgMathBezier, lgMathBSpline and lgMathCatmullRomSpline;
- I added Set3, SetPosition2, Contains2, Circumference and Area to lgMathCircle;
- I added Set3, SetPosition2, Circumference and Area to lgMathEllipse;
- I added Merge2, Area and Perimeter to lgMathRectangle;
- I added Len and Len2 to lgMathSegment;
- I added Volume and SurfaceArea to lgMathSphere;
- I added Interpolate to lgMathVector2 and lgMathVector3;
- I added the following functions to lgMathMatrix4: mulLeft, Set2, Set3, Set4, Set5, Set6, ScaleX, ScaleY, ScaleZ, ScaleXSquared, ScaleYSquared, ScaleZSquared;
- I added a LoadMipMap event and replaced UseHardwareMipMap by Get/SetGenerationMethod in lgMipMapGenerator;
- Box2D has now its own .so library;
- I added Separations to lgBox2DWorldManifold;
- I added the following functions to lgBox2DEdgeShape: Vertex0, SetVertex0, SetVertex0_xy, HasVertex0, Vertex3, SetVertex3, SetVertex3_xy, HasVertex3;
- I added LocalAxisA to lgBox2DPrismaticJoint;
- I added two new classes to Box2D: lgBox2DMotorJoint and lgBox2DMotorJointDef;
- I added the LoadTextureWithParam function to lgAssetManager and the related lgTextureLoaderParam class;
- I added two new properties (Normalized, Type) and a function (HashCode) to lgVertexAttribute;
- I renamed Color to ColorPacked in lgVertexAttribute;
- I renamed Loop to Repeat in lgSound;
- I renamed consumeCompressedData to consumeCustomData in all TextureData classes;
- I protected some important classes against a repeated initialization to avoid memory leaks and side effects;
- I added a Scene2D_EventsHierarchy demo and modified the following examples: BitmapFont, FrameBuffer, Map_tIDE and Scene2D_Table.

v0.99:
- I fixed numerous bugs, especially in Scene2D where the listeners did not work as expected and actors were not fully re-initialized when Initialize was called again;
- I set to Null the internal objects of classes after a call to Dispose;
- I added the following functions:
+ IsInitialized where it was still missing;​
+ Move to lgArray;​
+ ComputeScaleForPixelHeight to lgBitmapFont;​
+ SetNameForColor, GetColorByName and SetAlpha to lgColor;​
+ Clear to lgMapLayers;​
+ Lerp to lgMathUtils;​
+ Load3 and LoadEmitterImages3 to lgParticleEffect;​
+ SetString to lgScn2DLabel;​
+ Initialize4 to lgScn2DSpriteDrawable, lgScn2DTextureRegionDrawable and lgScn2DTiledDrawable;​
+ UpdateMatrices to lgShapeRenderer;​
+ SetCenterX, SetCenterY and SetCenter to lgSprite;​
- I added a ChildrenCount property to lgScn2DGroup;
- I added a Draw event to lgScn2DImage and lgScn2DLabel;
- I added a Disabled property to lgScn2DScrollPane;
- I added the following predefined colors to lgColor: Olive, Purple, Maroon, Teal, Navy;
- I renamed the alpha function to to255 in lgColor;
- lgBitmapFont and lgBitmapFontCache now support in-string colored text through a simple markup language (see the demo);
- I added the MarkupEnabled property to lgBitmapFont;
- I added a BitmapFont demo;
- I modified the FrameBuffer demo;
- I removed the yUp and yDown parameters from the tiled map loaders and renderers (yUp is now always true);
- I removed Rotation and rotateBy from lgScn2DLabel, lgScn2DList, lgScn2DSelectBox and lgScn2DTouchpad because they were not effective.

v0.98:
- I fixed a bug affecting the scaling and rotation of lgScn2DImage;
- I fixed a bug in lgBox2DParticleEmitter;
- I fixed a bug in lgScn2DButton;
- I added the lgFrameBuffer class and a FrameBuffer demo;
- I added the IsInitialized function where it was missing;
- I added the PolygonRegion type to lgAssetManager;
- I added a Payload parameter to the SrcDragStop event of lgScn2DDragAndDrop;
- I added the Draw2 function to lgScn2DSpriteDrawable;
- I added the Set3 function to lgMathMatrix3.

v0.97:
- I fixed a few bugs (the immersive mode works now as expected);
- I found a solution for the repetition of tiles, so I added two properties (RepeatX, RepeatY) to lgMapTiledMapLayer and I modified the Map demos.
- I added an IsInitialized function to 15 classes;
- I added a RemoveRange function to all the lgArray classes;
- I added the Fling function to lgScn2DScrollPane;
- I added the IsVisualPressed function and the VisualPressedDuration property to lgScn2DClickListener.

v0.96: Major update!
In this version, I:
- removed all the code supporting OpenGL ES 1.x
- fixed a few bugs
- added new classes for decals (2D objects in 3D space): lgDecal, lgDecalBatch, lgCameraGroupStrategy, lgDefaultGroupStrategy, lgSimpleOrthoGroupStrategy
- added an example for decals
- removed the Mesh example as it cannot work with OpenGL 2 without being rewritten
- added the lgScn2DProgressBar class and modified the Scene2D_TextFieldsAndSliders example to show how to use it
- added the IsInitialized function to a dozen of classes
- added these functions:
lgBox2DWheelJoint: isMotorEnabled
lgFontGenerator: CreateFont5, CreateFont6 (for mip maps and filters)
lgMathGeometryUtils: polygonArea, triangleArea
lgMathMatrix3: getScale, getTranslation, setToRotation2, setToRotation3, setToRotationRad, rotateRad
lgMathMatrix4: det3x3, setToRotationRad, setTranslation
lgMathUtils: isEqual, isEqual2, isZero, isZero2
lgMesh: CalculateRadius, CalculateRadius2, CalculateRadiusSquared
lgScn2DDragAndDrop: SetTouchOffset
lgSprite: SetOriginCenter
- added these properties:
lgBox2DJoint: CollideConnected
lgBox2DDistanceJoint, lgBox2DFrictionJoint, lgBox2DRopeJoint, lgBox2DWeldJoint: LocalAnchorA, LocalAnchorB
lgBox2DGearJoint: Joint1, Joint2
lgBox2DPrismaticJoint: LocalAnchorA, LocalAnchorB, MaxMotorForce, ReferenceAngle
lgBox2DWheelJoint: LocalAnchorA, LocalAnchorB, LocalAxisA
lgMathMatrix3: Rotation, RotationRad
lgScn2DActor: isTouchable
lgScn2DScrollPane: ScrollHeight, ScrollWidth, VariableSizeKnobs
lgScn2DWindow: ButtonTable, Resizable, ResizeBorder, TitleWidth
- renamed the functions Translate -> MoveBy, Rotate -> RotateBy and Size -> SizeBy of the lgScn2DActor class
- removed toScreenCoordinates from lgStage and toWindowCoordinates from lgScissorStack
- removed the yDown parameter from ComputePolygon and ComputePolygon2 in the lgMathConvexHull class
- improved a bit the help text of a few functions

v0.95:
Bugfixes and minor improvements
New classes: lgFloatArray, lgIntArray, lgShortArray
The lgMathConvexHull and lgMathEarClippingTriangulator classes are now usable
New functions:
- lgPerspectiveCamera: GetPickRay
- lgScn2DStage: SetViewport2
- lgMathFrustum: pointInFrustum2, sphereInFrustum2, sphereInFrustumWithoutNearFar2
- lgBox2DChainShape: createLoop2
- lgMathIntersector: intersectSegments2
- lgMathVector2: isUnit, isUnit2, isZero, isZero2
- lgMathVector3: set2, isUnit2, isZero2
New configuration setting: useImmersiveMode (for Kitkat)

v0.94:
Bugfixes (including a serious bug with the listeners of Scene2D)
New classes: lgMapTmxMapLoaderParameters and lgMipMapGenerator
New functions:
- lgAnimation: KeyFrames
- lgAssetManager: LoadTMXWithParam
- lgBitmapFontCache: SetColors, SetColors2, SetColorsRGBA
- lgGestureDetector: Initialize2
- lgMapTmxMapLoader: Initialize3, Load2
- lgMathVector2: Rotate90
- lgMesh: UpdateVertices, UpdateVertices2
- lgMusic: Duration, Position
- lgScn2DClickListener: inTapSquare2
- lgScn2DList: ItemHeight
- lgShapeRenderer: RectLine
- lgSocket: RemoteAddress
- lgSprite: Alpha, SetFlip
New parameters: ListBox and ScrollPane styles in lgScn2DSelectBoxStyle.Initialize
New example: Filters
Modified example: Map_tIDE (I fixed the visual issues)
New configuration setting: disableAudio

v0.93:
Bugfixes (including the problem reported for the Get...List functions of Box2D)
Class rewritten: lgTexture (some functions have been added, some have been removed)
New configuration setting: useGLSurfaceViewAPI18 (for Gingerbread and older versions)
New functions: lgFileHandle.equals, lgFileHandle.hashCode, lgShapeRenderer.Triangle2
New class: lgPerspectiveCamera (for 3D)
New example: ShapeRenderer
Modified example: Perf_Skaters (the background scrolls endlessly now)

0.92:
Minor bugfixes
Internal changes for texture handling
Viewport parameters added to CalculateScissors in lgScissorStack
New function in lgScn2DScrollPane: setScrollBarPositions
New function in lgMathVector2: epsilonEquals2
New function in lgMathIntersector: intersectRectangles
Initialize3 and FindDirectionForIsoView functions removed from lgOrthographicCamera

0.91:
Bugfixes (including the problem reported for tIDE properties)
New event for gesture detector: PanStop
New Initialize function for Bitmapfont to allow to flip the font
New Rect functions for the ShapeRenderer
New class: lgMapIsometricStaggeredMapRenderer (for staggered isometric maps)
New function for lgScn2dScrollPane: Cancel
lgMathBezier and lgMathBresenham2 are now fully usable
New functions in lgMathIntersector
A few internal changes to improve performance and stability

0.9:
Bugfixes
New class: lgArray (ordered array with an initial capacity)
Many Lists have been replaced by lgArray for a better performance and more possibilities
Improved documentation (mainly in lgMath and lgSprite classes)
lgMathBSpline and lgMathCatmullRomSpline are now fully usable
New example: SplinePath
New function for particle effects and particle emitters: BoundingBox
New property for lgScn2DLabel: Ellipse

0.8:
First release
 
Last edited by a moderator:

Informatix

Expert
Licensed User
Longtime User
Hi,

Are the example files are ok for the current version ? Beucause I tried to compile several but I can't launch any file, I have always a not found exception like this with the internal files.

Example for the particle file :

B4X:
LogCat connected to: 3204ddaf8d656111
--------- beginning of /dev/log/main


--------- beginning of /dev/log/system


Copying updated assets files (63)


** Activity (main) Create, isFirst = true **


** Activity (main) Resume **


sensor listener setup


OGL renderer: Mali-400 MP


OGL vendor: ARM
OGL version: OpenGL ES 2.0
OGL extensions: GL_EXT_debug_marker GL_OES_texture_npot GL_OES_compressed_ETC1_RGB8_texture GL_OES_standard_derivatives GL_OES_EGL_image GL_OES_depth24 GL_ARM_rgba8 GL_ARM_mali_shader_binary GL_OES_depth_texture GL_OES_packed_depth_stencil GL_EXT_texture_format_BGRA8888 GL_OES_vertex_half_float GL_EXT_blend_minmax GL_OES_EGL_image_external GL_OES_EGL_sync GL_OES_rgb8_rgba8 GL_EXT_multisampled_render_to_texture GL_EXT_discard_framebuffer GL_OES_get_program_binary GL_ARM_mali_program_binary GL_EXT_shader_texture_lod GL_EXT_robustness GL_OES_depth_texture_cube_map GL_KHR_debug


framebuffer: (5, 6, 5, 0)
depthbuffer: (24)
stencilbuffer: (8)
samples: (0)
coverage sampling: (false)
Managed meshes/app: { }
Managed textures/app: { }
Managed shaders/app: { }
Managed buffers/app: { }
Error occurred on line: 44 (main)
com.badlogic.gdx.utils.GdxRuntimeException: Error reading file: particles/particles.p (Internal)


    at com.badlogic.gdx.backends.android.AndroidFileHandle.read(SourceFile:76)
    at com.badlogic.gdx.graphics.g2d.ParticleEffect.loadEmitters(SourceFile:153)
    at com.badlogic.gdx.graphics.g2d.ParticleEffect.load(SourceFile:139)
    at anywheresoftware.b4a.libgdx.particles.lgParticleEffect.Load(SourceFile:151)
    at flm.b4a.libgdxtest.main._lg_create(main.java:398)
    at java.lang.reflect.Method.invokeNative(Native Method)
    at java.lang.reflect.Method.invoke(Method.java:515)
    at anywheresoftware.b4a.shell.Shell.runMethod(Shell.java:636)
    at anywheresoftware.b4a.shell.Shell.raiseEventImpl(Shell.java:302)
    at anywheresoftware.b4a.shell.Shell.raiseEvent(Shell.java:238)
    at java.lang.reflect.Method.invokeNative(Native Method)
    at java.lang.reflect.Method.invoke(Method.java:515)
    at anywheresoftware.b4a.ShellBA.raiseEvent2(ShellBA.java:121)
    at anywheresoftware.b4a.ShellBA$1.run(ShellBA.java:66)
    at android.os.Handler.handleCallback(Handler.java:733)
    at android.os.Handler.dispatchMessage(Handler.java:95)
    at android.os.Looper.loop(Looper.java:146)
    at android.app.ActivityThread.main(ActivityThread.java:5694)
    at java.lang.reflect.Method.invokeNative(Native Method)
    at java.lang.reflect.Method.invoke(Method.java:515)
    at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:1291)
    at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:1107)
    at dalvik.system.NativeStart.main(Native Method)
Caused by: java.io.FileNotFoundException: particles/particles.p
    at android.content.res.AssetManager.openAsset(Native Method)
    at android.content.res.AssetManager.open(AssetManager.java:316)
    at android.content.res.AssetManager.open(AssetManager.java:290)
    at com.badlogic.gdx.backends.android.AndroidFileHandle.read(SourceFile:74)
    ... 22 more

Thx for helping me :)
You probably did not uncompress these files properly.
 

Crystal Noir

Member
Licensed User
Longtime User
What do you mean ? I've just unzipped all and open the b4a file that's all. Is there something special to do ?

Thank you in advance.


KjsYn0SR
 
Last edited:

Informatix

Expert
Licensed User
Longtime User
What do you mean ? I've just unzipped all and open the b4a file that's all. Is there something special to do ?

Thank you in advance.


KjsYn0SR

If the examples are unable to read their resource files, that means only two things: either these files are not at the expected location, or they are corrupted. So it seems to me that something went wrong during the uncompress/install step.
 

Crystal Noir

Member
Licensed User
Longtime User
I tried to redownload all the files twice : the lib (1.06 version), the samples. I dezipped them two times, I tried to change the directory where I dezziped them, I try all the thing and that doesn't work....When it says "installing to device", a few seconds after...crash with the same type of error 'could not find....'.

If I use the LibGDX myself with Java (Netbeans + LibGDX or Eclipse + LibGDX) the lib works perfectly with my device. So I don't understand what happens. Please apologize for my english.

B4X:
LogCat connected to: 3204ddaf8d656111
--------- beginning of /dev/log/main


--------- beginning of /dev/log/system


Copying updated assets files (63)


** Activity (main) Create, isFirst = true **


** Activity (main) Resume **
sensor listener setup
OGL renderer: Mali-400 MP
OGL vendor: ARM
OGL version: OpenGL ES 2.0
OGL extensions: GL_EXT_debug_marker GL_OES_texture_npot GL_OES_compressed_ETC1_RGB8_texture GL_OES_standard_derivatives GL_OES_EGL_image GL_OES_depth24 GL_ARM_rgba8 GL_ARM_mali_shader_binary GL_OES_depth_texture GL_OES_packed_depth_stencil GL_EXT_texture_format_BGRA8888 GL_OES_vertex_half_float GL_EXT_blend_minmax GL_OES_EGL_image_external GL_OES_EGL_sync GL_OES_rgb8_rgba8 GL_EXT_multisampled_render_to_texture GL_EXT_discard_framebuffer GL_OES_get_program_binary GL_ARM_mali_program_binary GL_EXT_shader_texture_lod GL_EXT_robustness GL_OES_depth_texture_cube_map GL_KHR_debug
framebuffer: (5, 6, 5, 0)
depthbuffer: (24)
stencilbuffer: (8)
samples: (0)
coverage sampling: (false)
Managed meshes/app: { }
Managed textures/app: { }
Managed shaders/app: { }
Managed buffers/app: { }
Error occurred on line: 55 (main)
com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: walkanim.png
    at com.badlogic.gdx.graphics.Pixmap.<init>(SourceFile:152)
    at com.badlogic.gdx.graphics.TextureData$Factory.loadFromFile(SourceFile:110)
    at com.badlogic.gdx.graphics.GLTexture.createTextureData(SourceFile:188)
    at com.badlogic.gdx.graphics.Texture.<init>(SourceFile:114)
    at com.badlogic.gdx.graphics.Texture.<init>(SourceFile:106)
    at com.badlogic.gdx.graphics.Texture.<init>(SourceFile:102)
    at anywheresoftware.b4a.libgdx.graphics.lgTexture.Initialize(SourceFile:40)
    at flm.b4a.libgdxtest.main._lg_create(main.java:436)
    at java.lang.reflect.Method.invokeNative(Native Method)
    at java.lang.reflect.Method.invoke(Method.java:515)
    at anywheresoftware.b4a.shell.Shell.runMethod(Shell.java:636)
    at anywheresoftware.b4a.shell.Shell.raiseEventImpl(Shell.java:302)
    at anywheresoftware.b4a.shell.Shell.raiseEvent(Shell.java:238)
    at java.lang.reflect.Method.invokeNative(Native Method)
    at java.lang.reflect.Method.invoke(Method.java:515)
    at anywheresoftware.b4a.ShellBA.raiseEvent2(ShellBA.java:121)
    at anywheresoftware.b4a.ShellBA$1.run(ShellBA.java:66)
    at android.os.Handler.handleCallback(Handler.java:733)
    at android.os.Handler.dispatchMessage(Handler.java:95)
    at android.os.Looper.loop(Looper.java:146)
    at android.app.ActivityThread.main(ActivityThread.java:5694)
    at java.lang.reflect.Method.invokeNative(Native Method)
    at java.lang.reflect.Method.invoke(Method.java:515)
    at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:1291)
    at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:1107)
    at dalvik.system.NativeStart.main(Native Method)
Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Error reading file: walkanim.png (Internal)
    at com.badlogic.gdx.backends.android.AndroidFileHandle.read(SourceFile:76)
    at com.badlogic.gdx.files.FileHandle.readBytes(SourceFile:256)
    at com.badlogic.gdx.graphics.Pixmap.<init>(SourceFile:149)
    ... 25 more
Caused by: java.io.FileNotFoundException: walkanim.png
    at android.content.res.AssetManager.openAsset(Native Method)
    at android.content.res.AssetManager.open(AssetManager.java:316)
    at android.content.res.AssetManager.open(AssetManager.java:290)
    at com.badlogic.gdx.backends.android.AndroidFileHandle.read(SourceFile:74)
    ... 27 more
** Activity (main) Create, isFirst = true **


** Activity (main) Resume **
sensor listener setup
OGL renderer: Mali-400 MP
OGL vendor: ARM
OGL version: OpenGL ES 2.0
OGL extensions: GL_EXT_debug_marker GL_OES_texture_npot GL_OES_compressed_ETC1_RGB8_texture GL_OES_standard_derivatives GL_OES_EGL_image GL_OES_depth24 GL_ARM_rgba8 GL_ARM_mali_shader_binary GL_OES_depth_texture GL_OES_packed_depth_stencil GL_EXT_texture_format_BGRA8888 GL_OES_vertex_half_float GL_EXT_blend_minmax GL_OES_EGL_image_external GL_OES_EGL_sync GL_OES_rgb8_rgba8 GL_EXT_multisampled_render_to_texture GL_EXT_discard_framebuffer GL_OES_get_program_binary GL_ARM_mali_program_binary GL_EXT_shader_texture_lod GL_EXT_robustness GL_OES_depth_texture_cube_map GL_KHR_debug
framebuffer: (5, 6, 5, 0)
depthbuffer: (24)
stencilbuffer: (8)
samples: (0)
coverage sampling: (false)
Managed meshes/app: { }
Managed textures/app: { }
Managed shaders/app: { }
Managed buffers/app: { }
Error occurred on line: 55 (main)
com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: walkanim.png
    at com.badlogic.gdx.graphics.Pixmap.<init>(SourceFile:152)
    at com.badlogic.gdx.graphics.TextureData$Factory.loadFromFile(SourceFile:110)
    at com.badlogic.gdx.graphics.GLTexture.createTextureData(SourceFile:188)
    at com.badlogic.gdx.graphics.Texture.<init>(SourceFile:114)
    at com.badlogic.gdx.graphics.Texture.<init>(SourceFile:106)
    at com.badlogic.gdx.graphics.Texture.<init>(SourceFile:102)
    at anywheresoftware.b4a.libgdx.graphics.lgTexture.Initialize(SourceFile:40)
    at flm.b4a.libgdxtest.main._lg_create(main.java:436)
    at java.lang.reflect.Method.invokeNative(Native Method)
    at java.lang.reflect.Method.invoke(Method.java:515)
    at anywheresoftware.b4a.shell.Shell.runMethod(Shell.java:636)
    at anywheresoftware.b4a.shell.Shell.raiseEventImpl(Shell.java:302)
    at anywheresoftware.b4a.shell.Shell.raiseEvent(Shell.java:238)
    at java.lang.reflect.Method.invokeNative(Native Method)
    at java.lang.reflect.Method.invoke(Method.java:515)
    at anywheresoftware.b4a.ShellBA.raiseEvent2(ShellBA.java:121)
    at anywheresoftware.b4a.ShellBA$1.run(ShellBA.java:66)
    at android.os.Handler.handleCallback(Handler.java:733)
    at android.os.Handler.dispatchMessage(Handler.java:95)
    at android.os.Looper.loop(Looper.java:146)
    at android.app.ActivityThread.main(ActivityThread.java:5694)
    at java.lang.reflect.Method.invokeNative(Native Method)
    at java.lang.reflect.Method.invoke(Method.java:515)
    at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:1291)
    at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:1107)
    at dalvik.system.NativeStart.main(Native Method)
Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Error reading file: walkanim.png (Internal)
    at com.badlogic.gdx.backends.android.AndroidFileHandle.read(SourceFile:76)
    at com.badlogic.gdx.files.FileHandle.readBytes(SourceFile:256)
    at com.badlogic.gdx.graphics.Pixmap.<init>(SourceFile:149)
    ... 25 more
Caused by: java.io.FileNotFoundException: walkanim.png
    at android.content.res.AssetManager.openAsset(Native Method)
    at android.content.res.AssetManager.open(AssetManager.java:316)
    at android.content.res.AssetManager.open(AssetManager.java:290)
    at com.badlogic.gdx.backends.android.AndroidFileHandle.read(SourceFile:74)
    ... 27 more
 

Informatix

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Longtime User
I tried to redownload all the files twice : the lib (1.06 version), the samples. I dezipped them two times, I tried to change the directory where I dezziped them, I try all the thing and that doesn't work....When it says "installing to device", a few seconds after...crash with the same type of error 'could not find....'.

If I use the LibGDX myself with Java (Netbeans + LibGDX or Eclipse + LibGDX) the lib works perfectly with my device. So I don't understand what happens. Please apologize for my english.

B4X:
LogCat connected to: 3204ddaf8d656111
--------- beginning of /dev/log/main


--------- beginning of /dev/log/system


Copying updated assets files (63)


** Activity (main) Create, isFirst = true **


** Activity (main) Resume **
sensor listener setup
OGL renderer: Mali-400 MP
OGL vendor: ARM
OGL version: OpenGL ES 2.0
OGL extensions: GL_EXT_debug_marker GL_OES_texture_npot GL_OES_compressed_ETC1_RGB8_texture GL_OES_standard_derivatives GL_OES_EGL_image GL_OES_depth24 GL_ARM_rgba8 GL_ARM_mali_shader_binary GL_OES_depth_texture GL_OES_packed_depth_stencil GL_EXT_texture_format_BGRA8888 GL_OES_vertex_half_float GL_EXT_blend_minmax GL_OES_EGL_image_external GL_OES_EGL_sync GL_OES_rgb8_rgba8 GL_EXT_multisampled_render_to_texture GL_EXT_discard_framebuffer GL_OES_get_program_binary GL_ARM_mali_program_binary GL_EXT_shader_texture_lod GL_EXT_robustness GL_OES_depth_texture_cube_map GL_KHR_debug
framebuffer: (5, 6, 5, 0)
depthbuffer: (24)
stencilbuffer: (8)
samples: (0)
coverage sampling: (false)
Managed meshes/app: { }
Managed textures/app: { }
Managed shaders/app: { }
Managed buffers/app: { }
Error occurred on line: 55 (main)
com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: walkanim.png
    at com.badlogic.gdx.graphics.Pixmap.<init>(SourceFile:152)
    at com.badlogic.gdx.graphics.TextureData$Factory.loadFromFile(SourceFile:110)
    at com.badlogic.gdx.graphics.GLTexture.createTextureData(SourceFile:188)
    at com.badlogic.gdx.graphics.Texture.<init>(SourceFile:114)
    at com.badlogic.gdx.graphics.Texture.<init>(SourceFile:106)
    at com.badlogic.gdx.graphics.Texture.<init>(SourceFile:102)
    at anywheresoftware.b4a.libgdx.graphics.lgTexture.Initialize(SourceFile:40)
    at flm.b4a.libgdxtest.main._lg_create(main.java:436)
    at java.lang.reflect.Method.invokeNative(Native Method)
    at java.lang.reflect.Method.invoke(Method.java:515)
    at anywheresoftware.b4a.shell.Shell.runMethod(Shell.java:636)
    at anywheresoftware.b4a.shell.Shell.raiseEventImpl(Shell.java:302)
    at anywheresoftware.b4a.shell.Shell.raiseEvent(Shell.java:238)
    at java.lang.reflect.Method.invokeNative(Native Method)
    at java.lang.reflect.Method.invoke(Method.java:515)
    at anywheresoftware.b4a.ShellBA.raiseEvent2(ShellBA.java:121)
    at anywheresoftware.b4a.ShellBA$1.run(ShellBA.java:66)
    at android.os.Handler.handleCallback(Handler.java:733)
    at android.os.Handler.dispatchMessage(Handler.java:95)
    at android.os.Looper.loop(Looper.java:146)
    at android.app.ActivityThread.main(ActivityThread.java:5694)
    at java.lang.reflect.Method.invokeNative(Native Method)
    at java.lang.reflect.Method.invoke(Method.java:515)
    at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:1291)
    at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:1107)
    at dalvik.system.NativeStart.main(Native Method)
Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Error reading file: walkanim.png (Internal)
    at com.badlogic.gdx.backends.android.AndroidFileHandle.read(SourceFile:76)
    at com.badlogic.gdx.files.FileHandle.readBytes(SourceFile:256)
    at com.badlogic.gdx.graphics.Pixmap.<init>(SourceFile:149)
    ... 25 more
Caused by: java.io.FileNotFoundException: walkanim.png
    at android.content.res.AssetManager.openAsset(Native Method)
    at android.content.res.AssetManager.open(AssetManager.java:316)
    at android.content.res.AssetManager.open(AssetManager.java:290)
    at com.badlogic.gdx.backends.android.AndroidFileHandle.read(SourceFile:74)
    ... 27 more
** Activity (main) Create, isFirst = true **


** Activity (main) Resume **
sensor listener setup
OGL renderer: Mali-400 MP
OGL vendor: ARM
OGL version: OpenGL ES 2.0
OGL extensions: GL_EXT_debug_marker GL_OES_texture_npot GL_OES_compressed_ETC1_RGB8_texture GL_OES_standard_derivatives GL_OES_EGL_image GL_OES_depth24 GL_ARM_rgba8 GL_ARM_mali_shader_binary GL_OES_depth_texture GL_OES_packed_depth_stencil GL_EXT_texture_format_BGRA8888 GL_OES_vertex_half_float GL_EXT_blend_minmax GL_OES_EGL_image_external GL_OES_EGL_sync GL_OES_rgb8_rgba8 GL_EXT_multisampled_render_to_texture GL_EXT_discard_framebuffer GL_OES_get_program_binary GL_ARM_mali_program_binary GL_EXT_shader_texture_lod GL_EXT_robustness GL_OES_depth_texture_cube_map GL_KHR_debug
framebuffer: (5, 6, 5, 0)
depthbuffer: (24)
stencilbuffer: (8)
samples: (0)
coverage sampling: (false)
Managed meshes/app: { }
Managed textures/app: { }
Managed shaders/app: { }
Managed buffers/app: { }
Error occurred on line: 55 (main)
com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: walkanim.png
    at com.badlogic.gdx.graphics.Pixmap.<init>(SourceFile:152)
    at com.badlogic.gdx.graphics.TextureData$Factory.loadFromFile(SourceFile:110)
    at com.badlogic.gdx.graphics.GLTexture.createTextureData(SourceFile:188)
    at com.badlogic.gdx.graphics.Texture.<init>(SourceFile:114)
    at com.badlogic.gdx.graphics.Texture.<init>(SourceFile:106)
    at com.badlogic.gdx.graphics.Texture.<init>(SourceFile:102)
    at anywheresoftware.b4a.libgdx.graphics.lgTexture.Initialize(SourceFile:40)
    at flm.b4a.libgdxtest.main._lg_create(main.java:436)
    at java.lang.reflect.Method.invokeNative(Native Method)
    at java.lang.reflect.Method.invoke(Method.java:515)
    at anywheresoftware.b4a.shell.Shell.runMethod(Shell.java:636)
    at anywheresoftware.b4a.shell.Shell.raiseEventImpl(Shell.java:302)
    at anywheresoftware.b4a.shell.Shell.raiseEvent(Shell.java:238)
    at java.lang.reflect.Method.invokeNative(Native Method)
    at java.lang.reflect.Method.invoke(Method.java:515)
    at anywheresoftware.b4a.ShellBA.raiseEvent2(ShellBA.java:121)
    at anywheresoftware.b4a.ShellBA$1.run(ShellBA.java:66)
    at android.os.Handler.handleCallback(Handler.java:733)
    at android.os.Handler.dispatchMessage(Handler.java:95)
    at android.os.Looper.loop(Looper.java:146)
    at android.app.ActivityThread.main(ActivityThread.java:5694)
    at java.lang.reflect.Method.invokeNative(Native Method)
    at java.lang.reflect.Method.invoke(Method.java:515)
    at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:1291)
    at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:1107)
    at dalvik.system.NativeStart.main(Native Method)
Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Error reading file: walkanim.png (Internal)
    at com.badlogic.gdx.backends.android.AndroidFileHandle.read(SourceFile:76)
    at com.badlogic.gdx.files.FileHandle.readBytes(SourceFile:256)
    at com.badlogic.gdx.graphics.Pixmap.<init>(SourceFile:149)
    ... 25 more
Caused by: java.io.FileNotFoundException: walkanim.png
    at android.content.res.AssetManager.openAsset(Native Method)
    at android.content.res.AssetManager.open(AssetManager.java:316)
    at android.content.res.AssetManager.open(AssetManager.java:290)
    at com.badlogic.gdx.backends.android.AndroidFileHandle.read(SourceFile:74)
    ... 27 more
Compile the Animation demo with the latest version of libGDX and B4A. The APK size should be 4 551 220 bytes. You can also open the APK file with any ZIP extractor and check whether the assets folder contains all required files with the correct name and size.
 

Crystal Noir

Member
Licensed User
Longtime User
When you say the lastest version of lilbGDX you mean the 1.06 that is on the first post ? If "yes" so I already done that (and I already have the latest version of B4A (update on saturday when I renewed my licence). But I'm going to check the APK and I will tell you the result. It's very very strange. There is something for sure but what...I will make some tests this evening and I will tell you !
 

Informatix

Expert
Licensed User
Longtime User
When you say the lastest version of lilbGDX you mean the 1.06 that is on the first post ? If "yes" so I already done that (and I already have the latest version of B4A (update on saturday when I renewed my licence). But I'm going to check the APK and I will tell you the result. It's very very strange. There is something for sure but what...I will make some tests this evening and I will tell you !
Yes, 1.06.
 

Crystal Noir

Member
Licensed User
Longtime User
Hi,

I 've just watched the apk file (debug mode) and there is no assets inside ! That's very strange, is there something to do for that ? (I just compile the file...). The apk is only 2 386 274
 

Crystal Noir

Member
Licensed User
Longtime User
Sorry, I didn't see it. Very sorry ! That's because I at the moment, only watch this topic just to test the lib with your example and I didn't try to code anything for now with the lib (in this case I would first read the tutorial). I think you should add this on the first topic where we download the lib and the samples in the case of someone want to test it before starting anything. In a normal case, to compile a code file, we don't need to read a tutorial, that's why I didn't think about it.

Now that's work better.

Thank you.
 
Last edited:

Informatix

Expert
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Longtime User
Sorry, I didn't see it. Very sorry ! That's because I at the moment, only watch this topic just to test the lib with your example and I didn't try to code anything for now with the lib (in this case I would first read the tutorial). I think you should had this on the first topic where we download the lib and the samples in the case of someone want to test it before starting anything. In a normal case, to compile a code file, we don't need to read a tutorial, that's why I didn't think about it.

Now that's work better.

Thank you.
I just added a warning in the first post.
 

ivavilagu

Member
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Longtime User
I´am trying to scale a lgScn2DLabel. I have read that the transform widget group property needs to be 'True' in order to activate the action but I don´t have any widget group and I can´t see the Transform property.
 

Informatix

Expert
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Longtime User
I´am trying to scale a lgScn2DLabel. I have read that the transform widget group property needs to be 'True' in order to activate the action but I don´t have any widget group and I can´t see the Transform property.
You have to place your label in a group to be able to rescale it, or you can use the setFontScale function or FontScaleX/FontScaleY properties.
 

Informatix

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In the version 1.07, I introduced the support of the KTX/ZKTX file format. To compress your images with ETC1 and create the final ZKTX file, you can use a tool like Mali GPU Texture Compression Tool (untested) or the nightly build of the java version of libGDX with the batch attached to this post.

I noticed a strange thing with the KTX format. On my Kindle Fire HD, which runs under FireOS, the app crashes with this format when I load it directly (e.g. when initializing a texture). If I use it in an atlas, that seems to work. Under Android, on the contrary, I saw no problem at all.
EDIT: the mistery is solved. The size of the images must be a power of two. That's why the atlas pages, which observe the POT rule, were not affected.
 

Attachments

  • KTXProcessor.zip
    254 bytes · Views: 193
Last edited:

wonder

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Longtime User
Good morning,

I'm trying to push my LibGDX based engine to its limits in order to see what can and cannot be done.
So far, excluding the background layer, I managed to have 16 animated sprites on screen. More than that will crash the application at start.
Now, I'm not saying that I need so many stuff on stage at the same time for an actual game, but I would like to understand what's going on.

Questions:
1. What's the difference between the JavaHeap and the NativeHeap? Should I worry about it?
2. Is there anything I should do regarding my rendering method in order to optimize memory usage and rendering speed?

Many thanks in advance for your help! :)


My rendering method:
Below, my rendering method for all actors on stage, excluding the stage itself and the HUD on the top-left corner.
B4X:
Number of ACTOR loaded textures (as lgTexture): 9
- 1x Actor Shadow
- 2x Player1 (white) (2 TexPages)
- 2x Player2 (red)   (2 TexPages)
- 2x GreenGuy        (2 TexPages)
- 2x PurpleGuy       (2 TexPages)

Number of ACTOR texture regions (as lgTextureRegion): 32
- 16x Shadows
-  1x Player1
-  1x Player2
-  7x Green Guys
-  7x Purple Guys
Following @Informatix advice on his tutorial, I'm not rendering anything that goes off screen.
Informatix said:
There are two main reasons for a slow rendering: your graphic objects are too numerous or too complex. The first thing to do is to avoid rendering objects that are not visible, either because they are hidden by something else or because they are off screen.
B4X:
'Draw Actors and Shaddow
    If ActorOnScreen(this_actor) Then
        Batch.DrawRegion2(shaddow(this_actor), shaddow_location_x(this_actor), shaddow_location_y(this_actor), shaddow_size_x(this_actor), shaddow_size_y(this_actor))
        Batch.DrawRegion2(actor(this_actor), actor_location_x(this_actor), actor_combined_location_yz(this_actor), actor_size_x(this_actor), actor_size_y(this_actor))    
    End If


Statistics:
Using lgdx.CallSubUI in LG_Render, I've added the following lines of code:
B4X:
Sub ShowStats
    Debug.Text = "FPS: "         & lGdx.Graphics.FramesPerSecond & CRLF & _
                 "Java Heap: "   & Round2((lGdx.JavaHeap / 1024) / 1024, 3) & "MB" & CRLF & _
                 "Native Heap: " & Round2((lGdx.NativeHeap / 1024) / 1024, 3) & "MB" & CRLF & _
                 "CSAA/MSAA: "   & GDXconfig.numSamples & CRLF & _
                 "LibGDX Ver: "  & lGdx.LibGDXVersion
End Sub
Output:
- FPS: 48 ~ 52 Hz
- Java Heap: 21 ~ 23 MB
- Native Heap: 15 ~16 MB

Screenshot:
gdx.png
 
Last edited:

Informatix

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Longtime User
So far, excluding the background layer, I managed to have 16 animated sprites on screen. More than that will crash the application at start.

16 is very low. You should be able to display at least 100 characters of this size on a low-cost device with a FPS > 30.

Now, I'm not saying that I need so many stuff on stage at the same time for an actual game, but I would like to understand what's going on.

Without the code, it's usually difficult to say. But one thing is certain: what makes a game fast is the choice of the right algorithms and techniques, not a trick or an optimization of the existing code. So the problem, with such a low result, lies probably more in the choices made than in the code itself.

1. What's the difference between the JavaHeap and the NativeHeap? Should I worry about it?

The Java heap is the memory reserved by the OS for each Java app. This amount is limited (from 16 MB to 128 MB depending on the device). In a shared environment, that ensures that a Java app doesn't take all memory for itself.
You allocate memory in the Java heap each time you create an object (an integer, an array, a bitmap, etc.). This heap is watched by the garbage collector so you don't have to worry about the deallocation of data in this memory space.
The native memory is the total memory of your device. A part of this memory is taken to create the Java heaps. Other languages, like C, use it natively. libGDX uses it mainly to store the texture data so you're not limited by the Java heap size for your graphical resources. The drawback is that you have no garbage collector to free resources, so you have to do it yourself with the Dispose function.

In your game, I'm surprised by the high number for the Java heap usage. In my current game, where I have a lot of data (I have big arrays and more than 300 animated sprites), I'm far under this number.

2. Is there anything I should do regarding my rendering method in order to optimize memory usage and rendering speed?

Minimize the number of texture switching by placing as many sprites as possible on the same texture with the texture packer tool. Use the ETC1 compression and the KTZ format for your opaque images. Try to reduce as much as possible the transparent parts around your sprites. Try PolygonSpriteBatch instead of SpriteBatch to see whether that improves your rendering speed. I cannot say more without any insight of your code.
With only 9 textures and 16 sprites, I don't think that the problem is in the rendering technique.

Did you time each part of your code? It's the best way to find which part takes too much time. Place each routine inside a very big loop (to smooth results over time and get an average result).

Using lgdx.CallSubUI in LG_Render, I've added the following lines of code:
Avoid calling CallSubUI. It's too slow. It should be only used to display a message box when a critical error happens. Uses a BitmapFont and a SpriteBatch to display the FPS, as I do in the libGDX examples.
 

wonder

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Longtime User
Thank you so much for you detailed reply, Fred.

I've started this project almost one year ago, when I was taking my first steps with B4A. Most of my 2014 code is terrible, a real nightmare to look at.
My approach was very QBasic'ish, since the last time I did some coding before discovering B4A was back in 1999. :(

Earlier this week, I've started to clean-up the old code, I've corrected some terrible design mistakes, but I still have a lot of junk to get rid of.
Hopefully, I'll be able to reconstruct everything in a much more efficient way and lower the Java heap as much as possible.

Thank you once again for your guidance, Fred! You're an inspiration in terms of game design! :)
 

Informatix

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Longtime User
I plan to publish a new tutorial before the end of this year about some advanced techniques used in my current game (and in many professional games). I will explain how I solved a few technical problems and how I'm able to run this game at 60 fps despite heavy constraints. I hope that will encourage people to do true and solid games. But as I already said, games are complex, a lot more than any traditional app, and knowing a wide bunch of algorithms (usually only available as papers written by researchers or vaguely explained in some books) is the key to become a real game developper. Just to give an idea: A*, the very famous algo for pathfinding, can be easily outperformed by algo like JPS+ if you use an uniform cost grid or by using a vector field if a lot of sprites move towards the same location. The expected gain can be much higher than 100%.
 

wonder

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That's great news, I'm always up for your tutorials! Looking forward to keep learning more and more about game design.
This project has became my dearest baby, if you remember I started its development using the GameView lib.
Terrible performance back then. Once I changed to LibGDX, I couldn't believe my eyes!

I'll take your advice on getting rid of all the CallSubUI calls. I also have a lot of For/Next cycles in my logic, many of which can hopefully be merged or downsized. Let's hope for the best...

It might take me another year, but I won't give up until I have this going on the right track. :)
 
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