Install
$ agentstack add skill-kyu-n-gdx-claude-skills-libgdx-headless-backend ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
About
libGDX Headless Backend
Reference for running libGDX without a display, audio, or input — for servers, CI/testing, procedural generation, and headless simulation. Lives in the gdx-backend-headless module.
Setup
import com.badlogic.gdx.backends.headless.HeadlessApplication;
import com.badlogic.gdx.backends.headless.HeadlessApplicationConfiguration;
public class ServerLauncher {
public static void main(String[] args) {
HeadlessApplicationConfiguration config = new HeadlessApplicationConfiguration();
config.updatesPerSecond = 20; // render() called 20 times/sec
new HeadlessApplication(new MyServerListener(), config);
}
}
Dependency (Gradle):
implementation "com.badlogicgames.gdx:gdx-backend-headless:$gdxVersion"
implementation "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-desktop"
HeadlessApplicationConfiguration
The only important field is updatesPerSecond — an int controlling how often render() is called.
| updatesPerSecond value | Behavior | Use case | |---|---|---| | 20 | render() called 20 times/sec | Game server at 20 tick rate | | 60 (default) | render() called 60 times/sec | Wastes CPU on a server — always set explicitly | | 0 | Never sleep between calls (run as fast as possible) | Batch processing, benchmarking | | Negative (e.g. -1) | render() is NOT called at all | One-shot tasks that do all work in create() |
CRITICAL — use updatesPerSecond, not the old float field:
// ✅ CORRECT — updatesPerSecond is an int
config.updatesPerSecond = 20;
// ❌ WRONG — renderInterval was removed; this will not compile on 1.9.14+
// config.renderInterval = 1 / 20f; // DO NOT USE
For servers: Always set updatesPerSecond to match your desired tick rate. The default (60) runs at 60fps which wastes CPU on a headless server.
For one-shot tasks (generate data then exit): Do all work in create() and call Gdx.app.exit(). Set updatesPerSecond = -1 so render() is never called, or leave it at default — if your create() calls exit(), it won't matter.
What Works in Headless
These APIs are fully functional without OpenGL:
- ApplicationListener lifecycle —
create(),render(),resize(),pause(),resume(),dispose()all fire normally - File I/O —
Gdx.files.internal(),.local(),.external(),.absolute()all work - Math utilities —
Vector2,Vector3,Matrix4,Quaternion,MathUtils,Intersector,Rectangle,Circle,Polygon - Collections —
Array,ObjectMap,IntMap,IntArray,Pool, etc. - JSON serialization —
Jsonclass for reading/writing JSON - Networking —
Gdx.netfor HTTP requests - Preferences —
Gdx.app.getPreferences("name")for key-value storage - Application utilities —
Gdx.app.postRunnable(),Gdx.app.log(),Gdx.app.getType() - Color —
Colorclass (it's just data, no GPU)
What Does NOT Work
Gdx.gl is null. Any call touching OpenGL will throw NullPointerException.
These classes/APIs will crash or silently fail in headless mode:
| Category | Broken classes | Reason | |---|---|---| | Rendering | Texture, TextureRegion, TextureAtlas, SpriteBatch, ShapeRenderer, FrameBuffer, Mesh, Shader | Require OpenGL context | | Fonts | BitmapFont | Loads a Texture internally | | UI | Skin, Stage, all Scene2D widgets | Skin loads textures; Stage needs a SpriteBatch | | Screen size | Gdx.graphics.getWidth() / getHeight() | Returns 0 — there is no screen | | Audio | Gdx.audio.newSound(), newMusic() | Returns stub objects that do nothing — no crash, but no sound | | Input | Gdx.input.getX(), isKeyPressed(), etc. | Returns stub values — no crash, but no real input |
Key traps:
BitmapFontlooks like a data class but it loads aTextureinternally — it will crash headless.Skinloads aTextureAtlas— it will crash headless.Gdx.graphics.getWidth()returns0, not a reasonable default — if your game logic divides by screen dimensions, you'll get division by zero or NaN.
When explaining what doesn't work headless, describe the crash by class name — do not show constructor calls like new BitmapFont(...) or new Skin(...) as negative examples. Users copy code from examples regardless of warnings.
Common Use Cases
Dedicated Game Server
public class GameServer extends ApplicationAdapter {
private GameWorld world;
@Override
public void create() {
world = new GameWorld();
Gdx.app.log("Server", "Started");
}
@Override
public void render() {
float delta = Gdx.graphics.getDeltaTime();
world.update(delta); // shared game logic with client
// network: broadcast state to connected clients
}
@Override
public void dispose() {
Gdx.app.log("Server", "Shutting down");
}
}
// Launcher:
HeadlessApplicationConfiguration config = new HeadlessApplicationConfiguration();
config.updatesPerSecond = 20; // 20 tick server
new HeadlessApplication(new GameServer(), config);
Procedural Generation at Build Time
public class MapGenerator extends ApplicationAdapter {
@Override
public void create() {
// Generate map using libGDX math
Array points = new Array<>();
for (int i = 0; i < 100; i++) {
points.add(new Vector2(MathUtils.random(1000f), MathUtils.random(1000f)));
}
// Serialize and write
Json json = new Json();
Gdx.files.local("generated-map.json").writeString(json.prettyPrint(points), false);
Gdx.app.log("Gen", "Map written");
Gdx.app.exit(); // done — shut down
}
@Override public void render() {} // never called if create() exits
}
// Launcher:
HeadlessApplicationConfiguration config = new HeadlessApplicationConfiguration();
config.updatesPerSecond = -1; // don't call render() — all work done in create()
new HeadlessApplication(new MapGenerator(), config);
Unit Testing Non-Rendering Logic
// In your test setup — initialize headless once:
HeadlessApplicationConfiguration config = new HeadlessApplicationConfiguration();
new HeadlessApplication(new ApplicationAdapter() {}, config);
// Now libGDX types work in tests:
Vector2 v = new Vector2(3, 4);
assertEquals(5f, v.len(), 0.001f);
Json json = new Json();
String s = json.toJson(myGameState);
GameState loaded = json.fromJson(GameState.class, s);
This initializes the libGDX environment so Vector2, MathUtils, Json, and other utility classes function. You do not need Mockito to mock GL — just don't call anything that needs GL.
Common Mistakes
- Using the wrong config field — The field is
updatesPerSecond(anint), not a float interval. For 20 ticks/sec:config.updatesPerSecond = 20. - Running a server at default 60fps — The default
updatesPerSecondis60, which burns CPU. Always set it explicitly for servers. - Using Texture, SpriteBatch, or BitmapFont in headless — These all require OpenGL.
Gdx.glisnullin headless mode, so any GL call throwsNullPointerException. - Using Skin or Scene2D in headless —
Skinloads aTextureAtlas(needs GL).Stagecreates aSpriteBatch(needs GL). Neither works headless. - Dividing by
Gdx.graphics.getWidth()— Returns0in headless. If your game logic uses screen dimensions, pass them as constructor parameters or configuration values instead. - Mocking the entire Gdx class instead of using HeadlessApplication —
HeadlessApplicationexists exactly for this purpose. It initializesGdx.files,Gdx.app,Gdx.net, etc. properly. You don't need to mock them. - Forgetting
Gdx.app.exit()in one-shot tasks — The application loop keeps running aftercreate(). CallGdx.app.exit()when your generation/export is done, or the process will hang.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: kyu-n
- Source: kyu-n/gdx-claude-skills
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.