About Me

In the day time, I am a Ph. D. candidate working in the digital electronics field, in Bordeaux, France. I got a master degree/engineer title from the french engineer school ENSEIRB in 2009. The goal of my research is to facilitate the integration of existing hardware components (IP blocks) into a system. This is done by providing a monitoring component to the system that checks the transactions between blocks in real-time, and which logs any encountered error in a memory for later debug, together with the state of some user-defined variables as they were at the moment of the error. I’m basically trying to integrate the quite-used Hoare logic/Design-by-Contract techniques from the software world to monitor the hardware world. Fun all over the place (and yet it actually is fun!)

During my spare time, as you may have guessed, I’m a real technology enthusiast, and my passion lays in developing easy-to-use and intuitive tools and libraries to ease the burden of developers, in many domains. Animation engine, visual editors of all sorts… I like to see things moving in front of my eyes.

All in all, I have acquired (and still acquiring) a nice knowledge in GUI development and API design. My dream is to start a development studio either for the creation of visual edition tools, or for making games as an indie developer. I really think that deep inside me, I am a lot more passionate about software than hardware development. Moreover, opened markets like the AppStore, Google play or Windows Store make it easy to reach millions of users at no cost. This is an incredible opportunity for software developers. Nevertheless, I first want to work for a real company for some years won’t hurt to get a grasp at how real business works. And guess what, at first I developed all the apps featured in this blog just to prove that I can do some software even if I’m a product of an hardware school. Oh boy, dynamic start-ups, where are thou?

If you need to contact me, feel free to use aurelien.ribon [d] gmail [d] com. If you have a comment or a question about a tool/library/game, please use the forum, so other people will see the answser too, thanks ;-)

73 Comments + Add Comment

  • Hi Aurelien,

    Wanted first to congratulate you for the nice projects you are developing. They are of a big help.

    I wanted to have your opinion about a subject which may be can become a project on its own.

    I have used the universal tween engine in a libGDX game and found it really easy to use and very helpful, and I was thinking that it would be nice to have this kind of timeline scheduler to schedule key-framed animations (The ones defined in libGDX with the Animation class). This way we could have a single manager on the stage in which we could plan to trigger these key-framed animations, define if they need to loop, the delay between each repetition …

    Do you think that handling these animation in a timeline manner would be the correct way to handle them. Actually, I have am developing a game where I have a stage on which I need to trigger this kind of key-framed animation with some delays and so on. And I found it really cumbersome to handle them the way I am doing it right now (Maybe I am wrong in my way of handling it). So if you have faced this kind of difficulty or if you have some advice on the way you handle it I would be very grateful if you can share with me.

    On another hand, if you feel that this could be a project apart and that you can handle I will be more than happy to assist you and help to the best I can.

    Have a nice time. Waiting for your answer.


    • That’s an interesting idea! The way I see it would be to inherit from BaseTween (the base class for Tween and Timeline which handles all the timings) and add a .keyframe(TextureRegion region, float time) method. It would be sufficient to use the whole engine (with managers) directly.

      I’ll try to come up with something, but if you have an implementation, that would make a nice contribution to libgdx.

  • Hi Aurelien,

    Really nice works.i have been using texturepacker ,its really a great tool .

  • Hi there Aurelien,
    Your work is great and you really are helping in the UI design area, especially when in tandem with the ever great LibGDX. You have saved me days if not weeks of work with all your tools. Keep up the excellent work ~:)

  • Hey Aurelien,

    thanks a lot for all your amazing tools and their documention. You made my life easier.

    Have a nice day. :)

    Greetings from Berlin/Germany.

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  • I really like your tools, it helps me develop libgdx game with a lot easier! I thought why don’t you develop a tool that can create skin in libgdx? I think it would be great tool as you did before!

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  • Bonjour,

    Cela fait plusieurs semaines que j’essai d’integrer universal TweenEngine pour mes jeux java (animation des ecrans titres et autre) mais je n’y arrive pas (surement un probleme de comprehension au niveau de explications en anglais). Avez vous une adresse d’une explication faite en français ? Eventuellement seriez vous interessé pour m’expliquer la methode et que je sorte des explications en français ?

    merci. N’hésitez pas a me contacter.

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  • Hi,

    I dig your work on Physics Body Editor, and have been using it with C#/XNA and Farseer to create bodies for a game. As such I needed to loader for the JSON it spits out to .NET, so I ported your BodyEditorLoader.java class to C# for my own uses. I figure it might be useful for others so I’ve released it on GitHub if anyone working with XNA wants to use your Physics Body Editor to create bodies to load into Farseer.

    The link is at https://github.com/fundead/BodyEditorLoaderXNA – cheers.

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  • Hey Aurelien,

    I wanted to say thank you for all the contributions you’ve made to game development tools / the LibGDX framework. They’ve been quintessential to OSS community and to the LibGDX community. Hope all is going well with you!

  • thanks, but I’ve had to revert back to the old one, this version just doesn’t work :(

    1. It gives a warning saying I need SDK version 19 onwards, but I’ve got the latest version 22.x, but I think it ignored that so there’s just something wrong with your check.
    2. Nothing is produced. It is trying to download stuff from gradle but my work’s proxy is disallowing this. In the old version it was fine because I could get those bits manually, now it can’t download from gradle so nothing works. Can you please add facility to add proxy to your program?
    3. Only the very latest version of eclipse has gradle so even if it works there is no means of importing the project

  • here’s the error, btw.

    Generating app in C:\Users\803300352\Documents\DATA\Training\Android_ALP\20143 Sessions\Session 10\test
    Executing ‘C:\Users\803300352\Documents\DATA\Training\Android_ALP\20143 Sessions\Session 10\test/gradlew.bat clean’
    Downloading http://services.gradle.org/distributions/gradle-1.11-all.zip

    Exception in thread “main” java.lang.RuntimeException: java.net.ConnectException: Connection timed out: connect
    at org.gradle.wrapper.ExclusiveFileAccessManager.access(ExclusiveFileAccessManager.java:78)
    at org.gradle.wrapper.Install.createDist(Install.java:47)
    at org.gradle.wrapper.WrapperExecutor.execute(WrapperExecutor.java:129)
    at org.gradle.wrapper.GradleWrapperMain.main(GradleWrapperMain.java:61)
    Caused by: java.net.ConnectException: Connection timed out: connect
    at java.net.DualStackPlainSocketImpl.connect0(Native Method)
    at java.net.DualStackPlainSocketImpl.socketConnect(DualStackPlainSocketImpl.java:69)
    at java.net.AbstractPlainSocketImpl.doConnect(AbstractPlainSocketImpl.java:339)
    at java.net.AbstractPlainSocketImpl.connectToAddress(AbstractPlainSocketImpl.java:200)
    at java.net.AbstractPlainSocketImpl.connect(AbstractPlainSocketImpl.java:182)
    at java.net.PlainSocketImpl.connect(PlainSocketImpl.java:157)
    at java.net.SocksSocketImpl.connect(SocksSocketImpl.java:391)
    at java.net.Socket.connect(Socket.java:579)
    at java.net.Socket.connect(Socket.java:528)
    at sun.net.NetworkClient.doConnect(NetworkClient.java:180)
    at sun.net.www.http.HttpClient.openServer(HttpClient.java:378)
    at sun.net.www.http.HttpClient.openServer(HttpClient.java:473)
    at sun.net.www.http.HttpClient.(HttpClient.java:203)
    at sun.net.www.http.HttpClient.New(HttpClient.java:290)
    at sun.net.www.http.HttpClient.New(HttpClient.java:306)
    at sun.net.www.protocol.http.HttpURLConnection.getNewHttpClient(HttpURLConnection.java:995)
    at sun.net.www.protocol.http.HttpURLConnection.plainConnect(HttpURLConnection.java:931)
    at sun.net.www.protocol.http.HttpURLConnection.connect(HttpURLConnection.java:849)
    at sun.net.www.protocol.http.HttpURLConnection.getInputStream(HttpURLConnection.java:1299)
    at org.gradle.wrapper.Download.downloadInternal(Download.java:59)
    at org.gradle.wrapper.Download.download(Download.java:45)
    at org.gradle.wrapper.Install$1.call(Install.java:60)
    at org.gradle.wrapper.Install$1.call(Install.java:47)
    at org.gradle.wrapper.ExclusiveFileAccessManager.access(ExclusiveFileAccessManager.java:65)
    … 3 more
    To import in Eclipse: File -> Import -> Gradle -> Gradle Project
    To import to Intellij IDEA: File -> Import -> build.gradle
    To import to NetBeans: File -> Open Project…

  • … and where’s the ability to download the libgdx libraries or update a project to the latest version of libgdx?

  • Hi. I would like to use this in my first game that I am developing. Is it OK to use it for commercial purposes (I hope to sell the game on the app store)? Thanks.

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  • Hi,

    Nice article about separation of logic/rendering.

    Anyway I just wanted to inform that forum link generates error:

    SQL ERROR [ mysqli ]

    Table ‘aurelienjpsql.phpbb_config’ doesn’t exist [1146]

    An sql error occurred while fetching this page. Please contact an administrator if this problem persists.

  • Hi
    I am trying to develop physics game using cocos2d-x-3.0.
    I installed Physics body editor 2.9.2 but i can’t see the editing window.
    This is the screenshots


    The editing window is not activated
    Please let me know why this happens.
    Waiting for your response

  • hi,
    ive seen your tweenmotion class out of android development.
    I have the same problem. but i cant seem to get my head around it. Its my assignment and I need help.

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  • Grazie per l’articolo, ben fatto saluti

  • Hi.
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  • Hello everyone, first of all I’d like to say thank you for your development of such fine software Aurelien! I am currently facing issues and went to get on the forum and it appears to be down? I’m assuming it just isn’t maintained anymore so here I am. If you could possibly help me out it would be much appreciated. Whenever I use the tween engine and call the target method with more than 3 arguments, I receive an IndexOutOfBoundsException. I have set the combinedAttrsLimit to 6 and am giving the method 4 arguments. If I alter the method with the below comment I receive no crashes.

    What would be your best guess? From what I gather from the LOGCAT is the destination.length is 3, while the source.length is 4

    P.S. This only appears to happen on Android as I am using LibGDX

    public Tween target(float… targetValues) {

    if (targetValues.length > combinedAttrsLimit) throwCombinedAttrsLimitReached();

    /*if (this.targetValues.length != targetValues.length) this.targetValues = new float[combinedAttrsLimit];*/

    System.arraycopy(targetValues, 0, this.targetValues, 0, targetValues.length);

    return this;


    • I also removed the final modifier from the targetValues variable.

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  • I found you website inside one of the files I’m aussuimg that you have done

    * @author Aurelien Ribon | http://www.aurelienribon.com
    * @author Nikki

    I need you to contact me asap need to a dev to work on this rsps>

  • hi
    i am c# developer
    Are you a developer of this project?

    If it’s right, can you move this source code to github?

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