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Hardware requirements

Revision as of 16:45, 8 December 2024 by Robertvokac (talk | contribs) (Created page with "== Minimum Requirements for a 2D Game Written in Java 11 with LibGDX on Desktop == For a simple 2D game running at 640×480 resolution and 20 FPS, with basic sprite rendering to specific positions, the minimum requirements are quite modest: === Minimum Hardware Requirements === * '''Processor:''' ** Single-core or dual-core processor (e.g., Intel Core 2 Duo or equivalent) with a clock speed of around 1.5 GHz. ** LibGDX is not CPU-intensive when using basic rendering fea...")
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Minimum Requirements for a 2D Game Written in Java 11 with LibGDX on Desktop

For a simple 2D game running at 640×480 resolution and 20 FPS, with basic sprite rendering to specific positions, the minimum requirements are quite modest:

Minimum Hardware Requirements

  • Processor:
    • Single-core or dual-core processor (e.g., Intel Core 2 Duo or equivalent) with a clock speed of around 1.5 GHz.
    • LibGDX is not CPU-intensive when using basic rendering features.
  • RAM:
    • 512 MB to 1 GB.
    • Java Runtime Environment (JRE) and a simple LibGDX game typically use minimal memory.
  • Graphics Card:
    • Integrated graphics (e.g., Intel HD Graphics 2000 or older) supporting OpenGL 2.0.
    • LibGDX leverages OpenGL for rendering, but basic functionality is lightweight.
  • Storage:
    • A few tens of megabytes for Java Runtime Environment and the game itself.

Minimum Software Requirements

  • Operating System:
    • Windows XP or later, macOS 10.10+, or Linux with Java support.
    • LibGDX is cross-platform, requiring minimal system resources.
  • Java Runtime Environment (JRE):
    • Java 11 (or newer, if available). Use OpenJDK or Oracle JDK/JRE.
  • LibGDX Library:
    • Version compatible with Java 11. Ensure your chosen LibGDX version supports your environment.

Additional Considerations

  • Rendering Optimization:
    • Use a SpriteBatch for efficient batch rendering of textures.
    • Minimize the number of textures loaded and use a sprite atlas to optimize performance.
  • Memory Efficiency:
    • For games with multiple sprites, consider using LibGDX’s TexturePacker to reduce texture switching during rendering.
  • FPS and Smoothness:
    • A game running at 20 FPS has very low computational demands. Even older integrated GPUs should handle this effortlessly.

Example of Realistic Minimum Systems

  • Older laptop or desktop:
    • Intel Pentium Dual-Core E2180 (1.8 GHz), 1 GB RAM, integrated Intel GMA 3100 graphics.
    • Operating System: Windows 7.
  • Modern low-end device:
    • Raspberry Pi 4 (2 GB RAM) could run this game with an ARM-compatible build.

Feel free to reach out if you need further guidance or tips for optimization! 😊