Runtime Compatibility & Setup
Match Studio and Runtime releases, then configure the current Gradle dependencies and Java requirements.
On this page
Current documentation target
This documentation and the published Javadoc cover Pixscape Runtime 0.1.9 and Pixscape Studio Free 0.2.2.
Studio and Runtime compatibility
Use these versions together:
| Pixscape Studio | Required Pixscape Runtime |
| --- | --- | --- |
| Pixscape Studio Free 0.2.2 | Pixscape Runtime 0.1.9 |
This site documents the current supported pairing rather than keeping a release history.
Gradle and Maven dependencies
Add the following entries to gradle.properties:
pixscapeRuntimeVersion=0.1.9
gdxVersion=1.14.2
artemisOdbVersion=2.3.0
Use Pixscape Runtime from Gradle:
implementation "games.pixscape:pixscape-runtime:0.1.9"
Or from Maven:
<dependency>
<groupId>games.pixscape</groupId>
<artifactId>pixscape-runtime</artifactId>
<version>0.1.9</version>
</dependency>
The Runtime publication declares LibGDX 1.14.2, artemis-odb 2.3.0, and artemis-odb-serializer-json-libgdx 2.3.0 as transitive API dependencies. A JVM core module does not need to repeat those Artemis dependencies.
Java requirements
Pixscape Runtime 0.1.9 is published as Java 8 bytecode. The Runtime repository uses a JDK 21 toolchain to build the artifact, but projects consuming the JAR may use a newer Java version supported by their selected LibGDX platform and build tooling.
When targeting HTML5/GWT, code shared with the core module must remain compatible with the language level and Java APIs supported by the selected GWT toolchain. The current HTML setup uses GWT source level 11. Pixscape Studio has its own Java requirements; the Runtime’s Java 8 bytecode level does not define them.
Using a gdx-liftoff project
For a new LibGDX project, select Pixscape Runtime in gdx-liftoff.
LiftOff configures the Pixscape Runtime integration for the selected platforms. Pixscape still requires GL30, so enable it for every target you use.
See the platform setup for Desktop / LWJGL3, Android, or HTML5 / WebGL2.
Platform setup
Continue with the configuration guide for your target: Desktop / LWJGL3, Android, or HTML5 / WebGL2.
Then follow Core Module Configuration to create the engine and Scene Loading to choose between blocking and progressive loading.