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Getting Started with libGDX: JDK Setup, Project Structure & First Screen

Getting Started with libGDX: JDK Setup, Project Structure & First Screen

by Jodie Bird | Jun 23, 2026 | Game Dev

This guide walks you through a complete libGDX setup in Java: selecting the right JDK 17 runtime, running the gdx-setup tool to generate a Gradle-based project, understanding the multi-module structure that tool produces, and writing the minimum ApplicationListener...
Fixed-Timestep Game Loops in Java: Threading, Volatile State & Sync Patterns

Fixed-Timestep Game Loops in Java: Threading, Volatile State & Sync Patterns

by Jodie Bird | Jun 23, 2026 | Game Dev

A fixed-timestep game loop in Java updates your simulation at a constant rate regardless of frame rate, preventing physics bugs and non-deterministic behavior across different machines. This guide shows you how to build a correct accumulator-based loop, why volatile...
Eliminating GC Stutters in Java Games: Heap Tuning & JFR Profiling Guide

Eliminating GC Stutters in Java Games: Heap Tuning & JFR Profiling Guide

by Jodie Bird | Jun 23, 2026 | Game Dev

GC stutters in Java games occur when the JVM’s garbage collector (GC) pauses all application threads to reclaim memory, interrupting your game loop mid-frame and producing the hitches players notice. To stop them, you need to profile your GC pauses with Java...
Building Your First Java Game: Loop, Rendering & Core Architecture

Building Your First Java Game: Loop, Rendering & Core Architecture

by Jodie Bird | Jun 23, 2026 | Game Dev

You can make a game in Java using nothing but the JDK (Java Development Kit, the full toolchain for compiling and running Java programs) and the standard library. This guide walks you through a working game loop, a Java2D rendering pipeline using BufferStrategy, and a...
Java 2D Game Dev: Sprites, Painting & the AWT/JavaFX Rendering Pipeline

Java 2D Game Dev: Sprites, Painting & the AWT/JavaFX Rendering Pipeline

by Jodie Bird | Jun 23, 2026 | Game Dev

You can build a working 2D Java game without libGDX, without a game engine, and without any dependencies beyond the JDK itself. This guide walks you through the full AWT rendering pipeline, from setting up a JFrame and Canvas to loading a sprite sheet, slicing frames...

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