{"author_name":"goodpaul6","cat":"LD #27","comments":[{"author_name":"JakeHorsfield","time":"August 16, 2013 9:46 am","epoch":1376664360,"text":"I&#8217;m also going with LibGDX. It&#8217;s a great framework, I&#8217;m hoping to make my game run on the web too using LibGDX&#8217;s HTML5 applet thingy.","spam":"N"}],"epoch":1376663220,"likes":3,"metadata":{"p_key":"42036","p_author":"goodpaul6","p_authorkey":"25204","p_urlkey":"77659","p_title":"Looks Like I will be using LibGDX instead of Java2D","p_cat":"LD #27","p_event":"LD27","p_time":"1376663220","p_likes":"3","p_comments":"1","p_status":"UPD5","us_key":"25204","us_name":"goodpaul6","us_username":"goodpaul6","event_start":"1377216000","event_key":"18","event_name":"LD27"},"text":"<p>LibGDX seems a lot more powerful.<\/p>\n <p>I think I&#8217;ll stick with it since I do like the easy cross platform publishing capabilities. It also has a tonne of very useful features like SpriteBatch, which is essentially essential for any game. I could also go with LWJGL, but I don&#8217;t exactly have the experience necessary with the library.<\/p>\n <p>What are you going to use and why?<\/p>","time":"August 16th, 2013 9:27 am","title":"Looks Like I will be using LibGDX instead of Java2D"}