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gdx-gltf

Apache-2.0Java2.3.0

A LibGDX extension providing GLTF 2.0 format support and Physically Based Rendering (PBR) shaders for 3D graphics.

GitHubGitHub
249 stars52 forks0 contributors

What is gdx-gltf?

gdx-gltf is an open-source extension for the LibGDX game development framework that adds support for the GLTF 2.0 3D file format and implements Physically Based Rendering (PBR) shaders. It enables developers to load modern 3D assets directly into LibGDX applications, offering a simpler workflow and high-quality rendering capabilities compared to the default G3D format.

Target Audience

LibGDX developers working on 3D games or applications who need to import assets from modern 3D tools like Blender and want realistic lighting with Physically Based Rendering.

Value Proposition

It modernizes 3D graphics in LibGDX by adopting the industry-standard GLTF format, eliminating the need for external conversion tools like fbx-conv, and provides a high-quality PBR pipeline that integrates seamlessly with the existing LibGDX API.

Overview

GLTF 2.0 3D format support and PBR shader implementation for LibGDX

Use Cases

Best For

  • Loading GLTF 2.0 and GLB files directly into LibGDX without requiring external conversion tools.
  • Implementing Physically Based Rendering (PBR) with metallic/roughness workflows and image-based lighting in LibGDX.
  • Importing 3D assets from Blender with support for cameras, lights, shape keys (morph targets), and multiple animations.
  • Exporting LibGDX scenes, models, and meshes to GLTF format for use in tools like Blender.
  • Developing 3D games in LibGDX that require spot lights, sky boxes, shadows, and advanced scene management.
  • Using GLTF extensions like KHR_texture_transform, KHR_lights_punctual, and various material extensions within LibGDX.

Not Ideal For

  • WebGL projects requiring embedded or binary GLTF assets due to LibGDX Pixmap limitations
  • Low-end mobile games with complex skeletons exceeding GPU uniform limits for bones
  • Legacy LibGDX projects already optimized for G3D format without needing PBR features
  • Assets relying on deprecated GLTF extensions like KHR_materials_pbrSpecularGlossiness

Pros & Cons

Pros

Direct GLTF 2.0 Support

Loads GLTF and GLB files directly without external conversion tools like fbx-conv, simplifying asset pipelines as highlighted in the introduction.

Comprehensive PBR Implementation

Provides Physically Based Rendering shaders with metallic/roughness workflows, image-based lighting, and support for multiple GLTF extensions, enabling high-quality realistic rendering.

Enhanced Scene Management

Includes built-in facilities for sky boxes, shadows, spot lights, and GLTF export capabilities, offering advanced 3D features out of the box.

Blender Integration

Supports loading cameras, lights, shape keys, and animations from Blender exports, seamlessly bridging modern 3D software with LibGDX.

Cons

WebGL Asset Limitations

Does not support GLTF embedded or binary formats for HTML/WebGL targets due to LibGDX Pixmap loading issues, restricting web deployment options.

Hardware-Dependent PBR

Full PBR rendering requires specific GL versions or extensions like textureLod, which may not be available on older devices, leading to broken or limited functionality.

Complex Shader Configuration

Setting up shader providers for rigged models or managing uniform limits requires manual tuning, as noted in troubleshooting, adding setup complexity.

Frequently Asked Questions

Quick Stats

Stars249
Forks52
Contributors0
Open Issues21
Last commit5 months ago
CreatedSince 2018

Tags

#gltf2#blender-integration#java#3d-graphics#game-development#gltf#webgl#rendering#asset-pipeline#libgdx

Built With

G
GLSL
l
libGDX
J
Java
G
GWT
O
OpenGL
G
Gradle

Included in

libGDX1.2k
Auto-fetched 2 hours ago

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