Games Does the B4A LibGDX library support 16kb pages?

andymc

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I'm starting a new game project, but want to check if I'll have problems with the 16kb issue. MY Space invaders games on the store right now don't support 16kb pages and I think it's the libgdx library that's the problem. So I'll either have to move to a different games library with B4X, or move to the latest libgdx version, but convert to java or kotlin and use Android studio.
 

ilan

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I'm starting a new game project, but want to check if I'll have problems with the 16kb issue. MY Space invaders games on the store right now don't support 16kb pages and I think it's the libgdx library that's the problem. So I'll either have to move to a different games library with B4X, or move to the latest libgdx version, but convert to java or kotlin and use Android studio.
what kind of game will it be? maybe you are good enough using core library only.
today's phones are very powerful. many games can be made with simple tools and still get good results.
 

ilan

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Simple arcade games with smooth graphics, upto 120 frames per second, no flickering. I've never done this using core libraries, maybe things have improved?
from my experience you can get very good result with the right technique using the core library. you can always combine box2d library too since we have a wrap of box2d java that works with b4a and b4j.

why do you need 120 fps? is it a racing game?
 
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