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LibGDX is a lot of fun to work with, and a great way to target both Android and iOS with the same code base.

What you might not have thought of, is that you don't have to limit yourself to games. I created a successful productivity app entirely in LibGDX (shameless plug, https://play.google.com/store/apps/details?id=com.absoluteat...). Features common in games and LibGDX, such as the very good performance and the rich animation capabilities can add a bit of flair to an otherwise boring app and make it stand out from the crowd.

I see that with the 1.0 release, you can now even embed a LibGDX fragment into your otherwise 'native' Android app. I can see this being very useful for apps where you want to have your animated custom gauges and widgets surrounded by the native OS chrome.




I found the most powerful feature is that you can create an app without a need to deploy it to a real device over and over again. It saves a lot of time even creating a multi touch game like Sum and Blossom https://play.google.com/store/apps/details?id=com.carrotfiel...


I agree fully, it's a huge productivity win. I built a small layer that simulates or at least stubs out all the device-only APIs for the desktop target; switching resolutions & DPI dependent assets (works), loading translated strings from Android XML files (works), opening the marketplace (stub), setting alarms and timers, etc.

I estimate I spent 99% of the development time on the desktop target with a redeployment cycle of just a few seconds, and only test on the device occasionally.


I'm considering using for the same thing. Especially with scene2d ui available - the temptation is large to build something that targets all desktops and ios and android easily.

It's time for cross platform uis again, native is getting old.




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