Recommended Physics and Graphics Libraries?

Hey guys,

I’m planning on taking the next step in game development by using a real library for graphics and physics, and I’m looking for some pointers on what the standard/best/recommended way to proceed is.

I have quite a bit of experience with Java2D game development, and I’ve been using Processing to prototype games for a while. But most of my googling of this topic seems to lead to outdated tutorials and sites, so I’m hoping to get some incite from you guys.

I was thinking of using LWJGL/Slick and Phys2D, but the Phys2D download is over 4 years old now. Is there a newer, recommended way to do physics? Is Slick old too?

I’m only really interested in 2D at this point, so I’m not really worried about 3D support. In a perfect world I’d find a physics engine and a graphics library that makes it simple to “skin” and draw the physics objects. Being able to port over to Android is pretty important, so I’d take a “worse” library that worked on Android over a better one that only works on desktops.

Anyway, thanks for any help you can give me. I’m looking forward to spending my first free weekend in a while finally coding again instead of dealing with pesky web development!

LibGDX bundles box2d, and of course naturally supports Android. Still not highly integrated with the graphics, but it’s about as one-stop shopping as you’ll get in java-land without using a full blown engine like jMonkeyEngine.

Thanks for the reply! I’ll check out LibGDX. One thing I like about LWJGL is that you can still deploy it like a normal Java application via applet or webstart- I’ll have to think about how deploying will work with LibGDX and any libraries that support Android deployment. Hmmm.

And JMonkeyEngine looks amazing, but baby steps first!

Also, you should think about what you need your graphics engine to do. If you’re planning on doing something like a platformer style game, then writing your own physics engine will be better than trying to adapt something like Box2D to do so. If you’re doing a physics game (Think construction or castle/building destruction) then it’s no problem.

The answer is always libGDX. (kidding but it seems that way from many people in this forum :P)

You can deploy libGDX as a HTML5 app (if that’s what you call it), much better than applets. And it’s only a bit of hassle to set up right.

+1 for libgdx too.

Wow I’ll definitely have to give more thought to LibGDX then. I thought my approach of Slick + Phys2D was the standard way to go, but it looks like I’m behind the times!