Skills publicadas
libgdx-audio-lifecycle
Use when writing libGDX Java/Kotlin code involving audio (Sound, Music, Gdx.audio). Use when debugging audio not playing, audio format issues, or platform-specific audio behavior in libGDX.
libgdx-bitmap-font-text
Use when writing libGDX Java/Kotlin code involving text rendering (BitmapFont, GlyphLayout, BitmapFontCache), NinePatch scalable graphics, DistanceFieldFont, or color markup language. Use when debugging wrong text position, blurry scaled fonts, text measurement, or NinePatch stretching issues.
libgdx-box2d
Use when writing libGDX Java/Kotlin code involving Box2D physics — World creation/stepping, Body/BodyDef (Static/Kinematic/Dynamic), Fixture/FixtureDef, Shape types (PolygonShape/CircleShape/EdgeShape/ChainShape), collision filtering (categoryBits/maskBits/groupIndex), ContactListener callbacks, joints (Revolute/Distance/Prismatic/Weld/Mouse), Box2DDebugRenderer, pixels-to-meters conversion, or fi
libgdx-collections-json
Use when writing libGDX Java/Kotlin code involving collections (Array, ObjectMap, ObjectSet, Queue), object pooling (Pool, DefaultPool), JSON serialization (Json, JsonReader, JsonValue), I18NBundle localization, Timer scheduling, or utility classes (Align, Scaling, TimeUtils, AsyncExecutor). Use when debugging GC pressure, missing identity parameter, wrong map iteration, pooling leaks, JSON parse
libgdx-controllers
Use when writing libGDX Java/Kotlin code involving gamepad or controller input — gdx-controllers extension, Controller discovery, ControllerListener events, ControllerMapping for cross-controller button/axis mapping, dead zones, or multi-controller support. Use when debugging controller not detected, wrong button mappings, or stick drift.
libgdx-asset-manager
Use when writing libGDX Java/Kotlin code involving AssetManager — loading assets (Texture, TextureAtlas, Sound, Music, BitmapFont, Skin, Model, TiledMap, ParticleEffect, ShaderProgram, I18NBundle), async loading screens, reference counting, screen transitions, custom loaders, or FreeType font loading via AssetManager. Use when debugging assets not loading, double-dispose crashes, missing textures
libgdx-box2dlights
Use when writing libGDX Java/Kotlin code involving 2D lighting with box2dlights — RayHandler, PointLight, ConeLight, DirectionalLight, ChainLight, ambient light, shadow rendering, soft shadows, light filtering, or attaching lights to Box2D bodies. Use when debugging lights not rendering, wrong light positions, lights not casting shadows, or performance issues with many lights.
libgdx-camera-viewport
Use when writing libGDX Java/Kotlin code involving Camera, OrthographicCamera, PerspectiveCamera, Viewport (FitViewport, FillViewport, StretchViewport, ExtendViewport, ScreenViewport), coordinate unprojection, resize handling, or multiple camera/viewport setups. Use when debugging wrong click positions, stretched graphics, offset rendering, or (0,0) not at bottom-left.
libgdx-3d-rendering
Use when writing libGDX Java/Kotlin code involving 3D rendering — ModelBatch, ModelInstance, Model loading (G3DJ/G3DB/OBJ), ModelBuilder procedural meshes, Environment and lighting (DirectionalLight/PointLight), PerspectiveCamera, Materials and Attributes (ColorAttribute/TextureAttribute/BlendingAttribute), AnimationController, or camera controllers (CameraInputController/FirstPersonCameraControll
libgdx-framebuffer-pixmap
Use when writing libGDX Java/Kotlin code involving FrameBuffer (FBO), render-to-texture, post-processing, FloatFrameBuffer, GLFrameBuffer, Pixmap, runtime texture generation, screen capture, pixel manipulation, or PixmapIO. Use when debugging upside-down FBO rendering, FBO nesting issues, native memory leaks from Pixmap, or blend state corruption from post-processing.
libgdx-input-handling
Use when writing libGDX Java/Kotlin code involving input handling — InputProcessor, InputAdapter, InputMultiplexer, GestureDetector, polling (isKeyPressed/isTouched), coordinate unprojection, or Android back/menu key catching. Use when debugging missed input events, wrong click positions, or UI not receiving touches.
libgdx-ios-robovm
Use when writing libGDX Java/Kotlin code targeting iOS via RoboVM — IOSApplication launcher, IOSApplicationConfiguration, robovm.xml, robovm.properties, RoboVM reflection limitations (forceLinkClasses), iOS lifecycle, file access on iOS, safe area insets for notch/Dynamic Island, screen density, haptics, or on-screen keyboard. Use when debugging classes missing at runtime on iOS, black screen on l
libgdx-lwjgl3-desktop
Use when writing libGDX Java/Kotlin code targeting the LWJGL3 desktop backend — Lwjgl3Application launcher, Lwjgl3ApplicationConfiguration, window management, fullscreen toggle, multi-window, file access (internal/local/external on desktop), desktop-specific pause/resume behavior, cursor customization, or clipboard access. Use when debugging wrong file paths, FPS/vsync configuration, or pause() no
libgdx-2d-rendering
Use when writing libGDX Java/Kotlin code involving 2D rendering — SpriteBatch, ShapeRenderer, Texture, TextureRegion, TextureAtlas, Camera, Viewport, draw ordering, blending, or screen clearing. Use when debugging rendering artifacts, missing sprites, stretched graphics, or begin/end errors.
libgdx-android-backend
Use when writing libGDX Java/Kotlin code targeting Android — AndroidApplication launcher, AndroidApplicationConfiguration, AndroidManifest.xml setup, Android lifecycle mapping to libGDX, OpenGL context loss on pause, file access (internal/local/external with permissions), Android input (back button, accelerometer, on-screen keyboard), screen density, safe insets/notch, or GL thread posting. Use wh
libgdx-application-lifecycle
Use when writing a libGDX ApplicationListener or ApplicationAdapter, structuring a game's main class, or debugging lifecycle issues like missing disposal, initialization crashes, or incorrect pause/resume behavior. Use when asking where to put initialization code, how to get delta time, or which types need dispose().
libgdx-bullet-physics
Use when writing libGDX Java/Kotlin code involving 3D physics with the Bullet wrapper — btRigidBody, btDiscreteDynamicsWorld, collision shapes, ContactListener, raycasting, MotionState, or debug drawing. Use when debugging segfaults, native memory leaks, bodies not moving, or collision detection failures in the libGDX Bullet extension.
libgdx-headless-backend
Use when writing libGDX Java/Kotlin code that runs without a display — dedicated game servers, CI/testing of non-rendering logic, procedural generation at build time, or headless simulation. Use when asking about HeadlessApplication, HeadlessApplicationConfiguration, updatesPerSecond, or what libGDX APIs work without OpenGL.
libgdx-file-io-preferences
Use when writing libGDX Java/Kotlin code involving file I/O (FileHandle, Gdx.files, FileType) or persistent storage (Preferences). Use when debugging files not found, write failures on Android/iOS, wrong file paths across platforms, or preferences not persisting.
libgdx-freetype
Use when writing libGDX Java/Kotlin code that generates BitmapFont at runtime from .ttf/.otf files using gdx-freetype — FreeTypeFontGenerator, FreeTypeFontParameter, font size/color/border/shadow configuration, characters parameter for i18n, incremental glyph rendering for CJK, AssetManager integration with FreeTypeFontLoader, or density-scaled font sizes. Use when debugging missing glyphs, blurry
libgdx-gdx-ai
Use when writing libGDX Java/Kotlin code involving gdx-ai — steering behaviors (Steerable, Arrive, Seek, Flee, Wander, Pursue, Evade, BlendedSteering, PrioritySteering), A* pathfinding (IndexedAStarPathFinder, Graph, Heuristic), behavior trees (BehaviorTree, LeafTask, Sequence, Selector, .tree text format, BehaviorTreeParser), finite state machines (State, DefaultStateMachine, StackStateMachine, M
libgdx-tiled-maps
Use when writing libGDX Java/Kotlin code involving Tiled maps — TmxMapLoader, TiledMap, TiledMapTileLayer, OrthogonalTiledMapRenderer, object layers, MapProperties, unitScale, or collision extraction from map data. Use when debugging wrong tile positions, missing layers, object coordinate issues, or map not rendering.
universal-tween-engine
Use when writing Java code using Universal Tween Engine (package aurelienribon.tweenengine, version 6.3.3) — Tween.to, Tween.from, Tween.set, Tween.call, Tween.mark, Timeline.createSequence, Timeline.createParallel, TweenAccessor, TweenManager, TweenCallback, easing equations (Quad, Cubic, Back, Elastic, Bounce, etc.), or waypoints/paths. Use when debugging tweens not starting, accessor not found
libgdx-networking
Use when writing libGDX Java/Kotlin code involving HTTP requests, TCP sockets, or Gdx.net. Use when debugging cross-platform networking, response threading issues, or choosing between libGDX Net and third-party HTTP libraries.
libgdx-particles
Use when writing libGDX Java/Kotlin code involving 2D or 3D particle effects — ParticleEffect, ParticleEffectPool, ParticleEmitter, particle loading, AssetManager integration, blend functions, or the 3D particle system (ParticleSystem, BillboardParticleBatch). Use when debugging frozen particles, compounding scale, pooled effect leaks, or wrong blend modes.
libgdx-scene2d-ui
Use when writing libGDX Java/Kotlin code involving Scene2D UI — Stage, Table layout, Skin, widgets (Label, TextButton, TextField, CheckBox, Slider, SelectBox, ScrollPane, Dialog, Window), input handling (ClickListener, ChangeListener, InputListener), Actions animations, or InputMultiplexer. Use when debugging UI not responding to input, layout issues, or coordinate conversion problems.
libgdx-shaders
Use when writing libGDX Java/Kotlin code involving ShaderProgram, GLSL shaders, custom SpriteBatch shaders, Mesh rendering, or uniform/attribute setup. Use when debugging black screen, white screen, shader compilation errors, or "works on desktop but broken on phone" issues.
libgdx-math
Use when writing libGDX Java/Kotlin code involving math utilities — Vector2, Vector3, Matrix4, Quaternion, MathUtils, Interpolation, Intersector, Polygon, Circle, Rectangle, or spline curves. Use when debugging mutation bugs, wrong interpolation names, or incorrect collision detection.
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