(Original: http://www.libgdx.cn/topic/12/1-1-libgdx%E7%9B% AE %E6%A0%87%E5%92%8C%E7%89%B9%E6%80%A7)
Libgdx is a Java game development framework that uses unified APIs to work on all supported platforms (Windows, Linux, Mac OS X, Android, BlackBerry, HTML/webgl.
The framework provides a rapid prototyping and rapid iteration environment. When you need to modify the code, you can run and debug your game in the desktop environment, instead of directly deploying it to Android/IOS/JavaScript.
Many features of desktop virtual machines, such as code hotswapping technology, significantly reduce your development cycle.
Whether libgdx is powerful depends on whether it can be used flexibly.
Cross-platform: Windows, Linux, Mac OS X, Android, BlackBerry, IOS, Java Applet (virtual machine required), JavaScript/webgl (chrome, Safari, opera, Firefox, ie ).
Third-party support: spine, nextpeer, and saikoa ).
Sound (audio): playback of music and sound effects (WAV, MP3, and Ogg supported ). Directly access the sound device for simple PCM playback and recording (JavaScript is not supported ).
Input Handling: abstracts the mouse, touch screen, keyboard, accelerator, and compass, and performs action detection.
Math & physics: matrix, vector, and Quaternary class. If possible, the matrix and vector can be accelerated through local C code; graphics and sound; frustum class; anti-sawtooth; interpolation, etc.
File I/O and storage: Abstraction of file systems on all platforms; read-only system simulation (JavaScript); binary file support (JavaScript ); preferences for lightweight storage.
Image (graphics): cross-platform OpenGL ES 2.0 rendering; custom OpenGL ES 2.0 binding for Android 2.0 and later; underlying OpenGL support; top-layer 2D API; top-layer 3D API.
Public (utilities): custom collection; JSON; XML.
Tools: particle Editor, texture packer, and bitmap font generator.
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1.1 libgdx goals and features