![libgdx texturepacker extra lines libgdx texturepacker extra lines](https://aws1.discourse-cdn.com/sketchup/optimized/3X/c/c/ccc78d2595e0dad7b5a2d163aa31f0dddcf6b4f9_2_672x750.jpeg)
It does a bunch of complicated stuff for you such as sprite batching, texture atlas management, session handling in Android and much more. Libgdx has tons of tools and utilities that make your development easier such as a texture packer, a project setup UI and a particle editor. It offers most, if not all, the features Slick does, and also works with LWJGL underneath. It really is a vast improvement over Slick if you want to create really modern and graphically rich games. On the other hand, libgdx is an advanced java gaming library with support for cutting-edge technologies and platforms.In addition, the project seems rather dying now since Kev stopped maintaining it and handed it over to someone. I’d say its strongest asset is that it keeps things simple, being it also its doom as it may not be as appealing to more advanced users. Slick offers support for images, animations, particles, sounds, music, Tiled tile maps, Phys2D and much more. It adds a layer on top of LWJGL, a Java binding for OpenGL 1.x, OpenAL and OpenCL, allowing for rookie and experienced programmers alike to write 2D game-like applications without having to mess with lower level libraries, specially OpenGL. I have used it in the past for some projects and it really is very easy and straightforward to use, with a well designed API and tons of documentation. On the one hand, Slick is a high-level 2D java gaming library originally created and maintained by Kev from.But first I want to back up a little and give a quick overview of both libraries. I’m just trying to give my impressions in the migration process I had to undertake. If you need a starting tutorial please refer to the official documentation, this is not what you are looking for. I’ll be talking very lightly on some issues such as the code structure, the rendering process, the camera, etc. A couple of posts ago I mentioned I would write a few lines about my experience with the migration of my RTS engine from Slick to libgdx and that’s what I’ll do in this post.