The main framework we're using for the game client is LibGDX. It provides tons of features for creating hardware accelerated graphical applications using OpenGL and OpenAL. With it comes quite a few convienences classes and datatypes that we use throughout the visual portions of the client.
The main framework we're using for the game client is LibGDX. It provides tons of features for creating hardware accelerated graphical applications using OpenGL and OpenAL. With it comes quite a few convenient classes and datatypes that we use throughout the visual portions of the client.
LibGDX uses Screens for managing the current executable view context. Input handling and rendering of the user interface occur within these. The application automatically calls certain functions depending on the state that the screen is in. As such, we must consider various conditions when deciding what to load and when.