• by Thomas Cashman
  • 2019-09-08 20:00:00 +0100

mini2Dx 2.0.0-alpha.5 released

We’ve just released mini2Dx 2.0.0-alpha.5 which contains the following changes:

  • Fixed LibgdxColor.equals not working correctly
  • Fixed LibgdxFrameBuffer not generating LibgdxTexture instance
  • Fixed average render duration tracking
  • Allow InterpolationTracker initial size to be configurable
  • Allow MonospaceGameFont.FontParameters to be loaded from JSON
  • Added total interpolating objects to performance tracker

As always, follow the updating mini2Dx page to update your version.

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  • by Thomas Cashman
  • 2019-09-07 20:00:00 +0100

mini2Dx 2.0.0-alpha.4 released

We’ve just released mini2Dx 2.0.0-alpha.4 which adds a lot of missing methods that previously existed in 1.9.x.

Also, if you’re using gdx-ai, there is a now a mini2Dx implementation available via the following dependency:

org.mini2Dx:gdx-ai:2.0.0-alpha.4

As always, follow the updating mini2Dx page to update your version.

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  • by Thomas Cashman
  • 2019-08-18 21:00:00 +0100

mini2Dx 2.0.0-alpha.3 released

We’ve just released mini2Dx 2.0.0-alpha.3 with the following fixes/improvements. Once again a big thanks to Augusto Zanellato for his contributions :)

  • Added QuadTreeAware interface to allow inverse searching of QuadTrees
  • Added additional primitive implementations of Map and TreeMap (ByteMap, ByteTreeMap, etc.)
  • Added Input.isKeyDown(int) and Input.isKeyUp(int)
  • Added PlatformUtils class
  • Added primitive Queue implementations (IntQueue, LongQueue, etc.)
  • Added PerformanceTracker API
  • Optimized LibGDX Graphics class when rendering shapes
  • Fixed Rectangle with width and height of 0 always returns true for contains() method
  • Fixed UI input when a viewport is applied
  • Fixed TilingDrawable rendering only entire textureregions

As always, follow the updating mini2Dx page to update your version.

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  • by Thomas Cashman
  • 2019-08-08 20:00:00 +0100

mini2Dx 2.0.0-alpha.2 and 1.9.10 released

We’ve just released mini2Dx 2.0.0-alpha.2 and 1.9.10 with loads of fixes.

2.0.0-alpha.2

The following fixes/improvements have been made in 2.0.0-alpha.2. Once again a big thanks to Augusto Zanellato for his contributions :)

  • Update to latest RoboVM to support iOS 12
  • (Re-)Added artemis-odb library and iOS runtime
  • Implemented TilingDrawable
  • Added SpriteCache interface and implementations
  • Added ReadOnlyColor class for primary colors to avoid manipulation issues
  • Reduced memory usage in MonoGame runtime
  • Fixed dependency injection not injecting prototypes correctly
  • (#175) Fixed FileHandle.listFiles() not working correctly
  • (#88) Fixed clipping not working when rendering shapes

1.9.10

mini2Dx 1.9.10 also contains the following changes:

  • Update to latest RoboVM to support iOS 12
  • (#88) Fixed clipping not working when rendering shapes

As always, follow the updating mini2Dx page to update your version.

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  • by Thomas Cashman
  • 2019-08-04 20:00:00 +0100

mini2Dx 2.0.0-alpha.1 released

I’m excited to reveal the first alpha of mini2Dx 2.0 :)

As previously announced, 2.0 de-couples LibGDX to allow for more platforms. A special thanks to Augusto Zanellato for his major contributions to the new MonoGame-based runtime on games consoles. For anyone using 1.9.x, the upgrade path should be easy as we’ve aimed to keep the API as close as possible in 2.0.

New Library Structure

The following is the new library/dependency structure for mini2Dx.

  • mini2Dx-core (Cross-platform APIs)
  • mini2Dx-libgdx (Common code for LibGDX-based runtimes)
  • mini2Dx-libgdx-desktop (LibGDX runtime for Windows/Mac/Linux)
  • mini2Dx-libgdx-android (LibGDX runtime for Android)
  • mini2Dx-libgdx-ios (LibGDX runtime for iOS - Note: This is not release in alpha.1 but will be in alpha.2)
  • mini2Dx-monogame (Common code for MonoGame-based runtimes)

Upgrading to 2.0

mini2Dx 2.0 now provides cross-platform APIs for Sprite, Texture, TextureRegion, etc. However, if you use a LibGDX-specific API not provided by mini2Dx, you’ll need to find/implement a cross-platform solution. If you don’t plan on porting to consoles, you can simply add a dependency on mini2Dx-libgdx to your core project and continue using the LibGDX APIs.

Simply follow the updating mini2Dx page and set your version to 2.0.0-alpha.1

Desktop/Mobile Runtimes

Since the desktop/mobile runtimes are based on 1.9.x, these should already be stable. As always if you find any issues please add them to the Issue Tracker.

Console Runtimes

mini2Dx 2.0 will add games console support via MonoGame. However, please note the following:

  • You must be a registered developer with the console provider to gain access to the runtime for that platform
  • The console-specific runtimes are held in private repositories
  • You will need to purchase the appropriate development hardware as required
  • You will need to purchase a license for a cross-compiler to target the platform (more info available soon)

Future

We’ll be continuing with bug fixes until 2.0 is stable on all platforms. We encourage developers to test the alpha/beta builds and help us find issues. As previous stated, 1.9.x will only receive bug fixes and optimisations going forward. Once 2.0 is released, 1.9.x will be 100% community-driven on the mini2Dx Vintage Edition repository.

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An easy to use API with powerful features and plugins to help you build your next game