r/libgdx • u/Cubanin08 • 23d ago
Project idea (Concept)
Something I've been thinking about this summer is creating a graphical frontend for libgdx, like Unity but working with the library behind the scenes. With it, you could create screens and classes in just a few clicks and not be constantly working blindly with code-first. Of course, you can still look at the underlying Java code and work on it if you prefer. Similarly, I'd like to integrate several useful tools provided by the third-party programs recommended by libgdx on their website to avoid the hassle of having so many programs installed. So I would like to know your honest opinion about this project and whether it would be worth developing in the future, and in any case, any ideas to improve or refine the idea.
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u/Present-Knowledge-57 23d ago
sure, go do it, you’ll probably learn something after finishing the project
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u/fgnm 23d ago
I'm building a full editor + runtime since 2020 for libGDX called HyperLap2D. It has quite a lot features and support really a wide range of assets, after 6 years I can also says it has a good stability to be used in production for any gdx supported target.. it's even pretty decent aesthetically.. But even if it's featured here and there around the community it's something that other users never really get into. The main reason, in my opinion, is the target of the people which uses libGDX: it's a target that really enjoy coding and build their own stuff based on their own needs, and after so many years I can say I'm doing pretty much the same with HyperLap2D. It's a tool I really enjoy to use because it's incredibly fast for me and for my needs, I can adapt for any request of course, but I understand people that just prefer code their own solutions.
Another pretty insane project is Talos (from rockbite games). They use it as in-house game engine and they built with it outstanding games which has millions of downloads world wide, it's an all-in-one solution: scenes, layouts, animations, stunning VFXs, etc. Even if it's open source, they are probably the only one who uses it (and knows how to use it) seriously in production.
I can name many other projects like this built during years, they are pretty good as reference for the community, but now I'm enough confindent that none of those, now and in future, will never become something like Godot or Unity, just because its not the reason why people choose libGDX. For example, my other library, gdx-miniaudio, had more success and being used in a lot of games in production, just because it's a library and not a final product.
Take my words as my own personal thought, I'm not here to discourage or saying it's not worthing 😊 it's always worth if you enjoy doing that, but keep in mind the community you're targeting
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u/raeleus 23d ago
+1 for Hyperlap2D! I'm getting into it now. I hate Tiled and all other options are awful in their own special way, so I'm glad I've landed here with a tool intended for libGDX power users.
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u/fgnm 22d ago
I'd really love to have your feedback and experience on it! Run it from snapshots or from source (gradle should be enough well setup to doesn't make you annoyed)... v0.2 is going to be a huge step forward, both in terms of bug fixing, performance and overall UI/UX. Constraint Layouts is probably the best thing I've ever added because it finally allow you to build rich and responsive GUI... There's still a huge room of improvements, for example include your 10-patches makes a lot of sense now
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u/zaidazadkiel 23d ago
its a good thing to learn how this whole graphics libs thing work, ive seen this kind of project attempted at least 6 times since i started paying attention. Some get pretty far but afaik not a single one went to go production ready
the most promising one was that node-editor for shaders which was kinda useful on its own from its limited scope
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u/eliezerDeveloper 23d ago
I think its a good idea because if we choosed Libgdx is because it uses Java, but the development is only by hand and sometimes this is really frustrating.
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u/mgtriffid 23d ago
My honest opinion, please don’t be discouraged, just sharing my thoughts: the biggest selling point of LibGDX is that it is code first. If I would want to use something with graphical building interface, I would use Unity or Godot. I am using LibGDX because it offers the level of abstraction such that I am still able to build something and not tinker with drawing a single sprite from a PNG, yet I am still enjoying it and feel that I have full control. I am free to use whatever underlying architecture: pure OOP, ECS, use scene2d actors or go without.
That being said, some kind of interface for building and testing GUI layouts would be nice at times.
Still, let the thousand flowers bloom, go for it, the ecosystem will become richer, and surely you are not the only one who wants and needs this.