Game Development

Community manager Almas Baimagambetov

Senior Lecturer in Game Development at the University of Brighton. Author of #FXGL game engine. #Java #JavaFX #Kotlin open sourcerer. PhD in Computer Science.

  • Project Panama for Newbies (Part 3)

    We are going to dig a little deeper in our exploration of Project Panama and how to talk to third party libraries such as SDL & OpenGL.

    With the skills you’ve learned from Part 1 and Part 2, you should be able to call most of the common function signatures in many libraries out in the wild.

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  • FXGL Game Engine 11.17 Release

    The FXGL game engine is now at 11.17. Most of the changes in this release focus on internal code quality and fixes.

    Major additions to note:

    1. Added download file API to NetService. Using this API developers can download files from any URL. For example, if certain assets are stored remotely.

    2. Rotation and scale in 3D now support origin points (pivot points). This is a beneficial addition since some animations will need specific origin points for transformations to achieve the desired effect.

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  • Java in Education: Combining Java with Raspberry Pi and the Pi4J Library

    Although a lot of universities and high schools focus on Python and C# in their program, there are luckily a lot of others who go “full Java”.

    Don’t get me wrong, I definitely don’t want to start a “programming-languages-war”, but Java is the language I used myself more than any other for the last 10 years.

    Setting up a new project or building a proof-of-concept for a new idea, is a matter of hours. And there is always a solution for the problem I need to solve.

    This is probably true for each developer who has enough experience in the language used the most. But having used and experimented with many other languages, I still keep returning to my “one true love”, being Java, as it always delivers the result I’m aiming for, with the right amount of code to be readable, understandable, and testable!

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  • How to Create Mobile Apps with JavaFX (Part 3)

    In Part 1, we introduced a mobile app game, TiltMaze, written completely in JavaFX, which you can download from either the Apple App Store or Google Play and install it on your mobile device or tablet.

    In Part 2, we showed you how to work with Gluon and GraalVM to build native images that execute on either Apple or Android mobile devices and tablets.

    In this article, we’ll discuss how to upload your application to the respective mobile app stores so the world can install your application on their devices.

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  • How to Create Mobile Apps with JavaFX (Part 2)

    In Part 1, we introduced a mobile app game, TiltMaze, written completely in JavaFX, which you can download from either the Apple App Store or Google Play and install it on your mobile device or tablet.

    In this article, we’ll discuss the technologies we use with JavaFX to build the JVM byte code version as well as native images that target iOS and Android devices.

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  • Game Development Basics with FXGL

    Game Development is a large field of Computer Science with a lot of underpinning theory behind the concepts and practices used in the industry.

    In this short article, we will learn some fundamental basics of these concepts, which will be explored within the context of the FXGL game engine.

    However, the concepts themselves are language-agnostic and engine-agnostic.

    Please note that the material presented here is deliberately simplified to provide a gentle introduction. Those seeking in-depth coverage are encouraged to pursue further research.

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  • How to Create Mobile Apps with JavaFX (Part 1)

    In this three-part series, I’ll show how to use JavaFX for mobile app development: JavaFX looks great and runs on both mobile platforms.

    You use the same JavaFX code targeting Google Play and Apple App stores. Performance is excellent and startup time is fast with native images.

    You use Java 11+ and the latest JavaFX.

    Our game is TiltMaze Labyrinth!

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  • FXGL Game Engine 11.16 Release

    1. The restored Multiplayer Service allows easy replications of input, events and entities on a remote machine. For example, by just adding a single line of code (see MultiplayerService API), any key or mouse inputs that occur on one end of the connection can be replicated on the other end.

    2. The new FPS camera allows easy control of the player (or their “line of sight”) in the context of a first-person 3D game.

    3. There is no longer a transitive dependency on the javafx.swing module. This means FXGL users will not need an extra module in their module graph.

    Read more
  • Creating a Snake Game with JavaFX FXGL in Three Pair-Programming Sessions

    In this article, Almas and Frank show you how to start with an idea for a game and bring it to life in a prototype application. We will then modify the application to run on a Raspberry Pi and on a mobile device.

    To give some background, some time ago my 10y old son challenged me to create a Snake-like game with emojis. He selected the emoji images and I “only” needed to do the programming bit, the easy part… Luckily Almas asked me if I had a topic for some pair-programming for his YouTube channel, and his question turned into a three-part series. My son is delighted because his idea is now a real game!

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  • Modern JavaFX Game Development with FXGL: Pong (Simple)

    In this tutorial we will make a very simple clone of the classic Pong game using the FXGL game engine.

    We will be using the latest (currently 11.15) version of FXGL via Maven or Gradle.

    The full source code is available at the end of this page.

    Read more
  • Getting Started with FXGL Game Development

    FXGL is a JavaFX Game Library Engine for Java and Kotlin, created by Almas Baimagambetov.

    In this article, you’ll read what FXGL is, what it is good for, what its dependencies are, as well as a complete scenario with a video and code snippets to set up your first FXGL scenario from scratch.

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