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blog's Introduction

blog.xoppa.com

This repository contains sources and assets referenced on blog.xoppa.com. For more information please visit that website.

Tutorials

The tutorials folder contains an eclipse project, which contains the assets and runnable tests as referenced on the blog. The eclipse project depends on the libgdx framework and expects it to be available as eclipse project also. To run the tutorial tests using the stable or nightly builds, you'll need to change the tutorials project accordingly.

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blog's Issues

I updated this for LWJGL3 and libGDX 1.11.0 .

This isn't so much a big report as just an indicator for anyone looking through here that there is some activity. Because the code as it is here won't work on LWJGL3 (and running on LWJGL3 is helpful for anyone using the current gdx-setup, or running on an M1 Mac), I ported the code to use Gradle 7.6, LWJGL3, libGDX 1.11.0, and so on. It's available here, https://github.com/tommyettinger/xoppa-gdx-3d-lwjgl3 . I didn't enter it as a PR because it requires substantial changes to the whole repo to get it working with Gradle, and also because this repo hasn't been updated in 6 years. I don't know if I ported some of the Bullet code correctly; the API has changed since this code was written, and there isn't a clear way to move ahead from:

		btCollisionAlgorithm algorithm = dispatcher.findAlgorithm(co0.wrapper, co1.wrapper);

Because findAlgorithm() now takes four arguments. At this point, I'm using:

		btCollisionAlgorithm algorithm = dispatcher.findAlgorithm(co0.wrapper, co1.wrapper,
            new btPersistentManifold(),  ebtDispatcherQueryType.BT_CLOSEST_POINT_ALGORITHMS);

There could easily be something wrong here, I just don't have any idea what. This affects steps 3, 4, 5, and 6 in the bullet/ directory.

I should also mention that https://github.com/mgsx-dev/gdx-gltf is available now, and makes some tasks from this tutorial much easier or obsolete (such as using fbx-conv), though the general structure for how to do anything in 3D with libGDX is still very useful.

NPE

I know you changed some shader stuff recently, I'm not sure if you are finished with that, but I got an NPE test the first part of the basic 3d tutorial:

DefaultShaderProvider: Creating new shader
Prefix: 
#define positionFlag
#define normalFlag
#define lightingFlag
#define ambientCubemapFlag
#define numDirectionalLights 2
#define numPointLights 5
#define diffuseColorFlag

Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: 0:145(11): preprocessor error: syntax error, unexpected IDENTIFIER, expecting NEWLINE
0:133(59): preprocessor error: Unterminated #if


    at com.badlogic.gdx.graphics.g3d.shaders.BaseShader.init(BaseShader.java:120)
    at com.badlogic.gdx.graphics.g3d.shaders.DefaultShader.init(DefaultShader.java:402)
    at com.badlogic.gdx.graphics.g3d.utils.BaseShaderProvider.getShader(BaseShaderProvider.java:21)
    at com.badlogic.gdx.graphics.g3d.ModelBatch.render(ModelBatch.java:237)
    at com.badlogic.gdx.graphics.g3d.ModelBatch.render(ModelBatch.java:193)
    at Basic3DTest.render(Basic3DTest.java:63)
    at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:207)
    at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)

Model loading tutorial - Android

I downloaded this repo and tried to build the examples, but I got a bunch of errors in

  • Main.java
  • CardGame.java
  • BulletTest.java

I'm trying to build from AIDE, an Android IDE to write Android Apps (https://www.android-ide.com/)

And most errors are about Swing and Java libraries.
There should be an Android compatible GUI to load examples.

Please, can you help me?

Thanks in advance for any.

P.S.: Error list coming ASAP

Detect touch in card game

I was wondering how to detect touch for each individual card? I tried adding a getBoundingRectangle method to the Card class but failed ..Kindly give us a hint

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