At the moment I’m playing around with some different frameworks for game development, but I’m almost certain that (for Android anyway) I’ll keep returning to libgdx. Love the way it’s designed and the ability to easily throw my game into a desktop version for quick testing is the major strength.
The 0.9.2 update has made me even more likely to stay with libgdx after reading this:
Fancy schmancy AssetManager. I haven’t talked about it yet on here but will do so sometime next week, telling you how to use it. It’s incredibly powerful and allows for asynchronous loading of assets. See
AssetManagerTest for a taste of what it is capable of.
Now I can ditch the crappy one I wrote for Flip! …