tommyettinger/kryo-more — explained in plain English
Analysis updated 2026-07-29 · repo last pushed 2026-06-25
Save and load a player's game progress in a libGDX desktop or mobile game using Kryo serialization.
Sync game state updates efficiently over a network for a multiplayer libGDX game.
Serialize custom data structures and specialized math or random number tools from the author's utility libraries without writing boilerplate code.
| tommyettinger/kryo-more | mishakorzik/chunkfreezer | notjustanna/andeclient | |
|---|---|---|---|
| Stars | 4 | 4 | 4 |
| Language | Java | Java | Java |
| Last pushed | 2026-06-25 | 2026-07-07 | 2019-08-14 |
| Maintenance | Maintained | Active | Dormant |
| Setup difficulty | easy | moderate | moderate |
| Complexity | 2/5 | 2/5 | 3/5 |
| Audience | developer | ops devops | developer |
Figures from each repo's GitHub metadata at analysis time.
Requires Java 8 or higher and a project already using Kryo serialization.
When you save a game or send data over a network in a Java application, you need to convert your in-memory objects into a stream of bytes and back again, a process called serialization. Kryo is a popular Java library built specifically to make this fast and efficient. However, Kryo doesn't always know how to handle complex or custom data types out of the box. This project provides the missing "instructions" so Kryo can smoothly save and load objects from a family of game-development and utility libraries, most notably the libGDX game framework. At a high level, the project acts as a translator. The libraries it supports cover things like game framework classes, custom data structures, and specialized math or random number tools. Normally, if you tried to save these specialized objects using Kryo, it would fail or require you to write a lot of custom boilerplate code. This project packages all that custom code for you. You just add the specific piece you need to your project, and Kryo can seamlessly process those objects. The primary users are Java game developers, particularly those building games with libGDX. If a developer is building a mobile or desktop game and needs to save a player's progress, or efficiently send game state updates over a network for multiplayer, they might use Kryo for its speed. If their game relies on libGDX's built-in data types or the author's other utility libraries, this project bridges the gap so saving and loading those objects works instantly without manual coding. The project is now split into separate pieces for each supported library, so developers only include what they actually use, keeping their application lightweight. It requires Java 8 or higher. The README also notes an alternative: a newer serialization tool called Fory, which is being developed under the Apache Foundation and sometimes requires less custom setup. However, for developers already committed to Kryo, this project works as a reliable companion.
A Java library that adds support for game-development data types, especially libGDX classes, to Kryo, a fast serialization tool. It lets game developers save and load complex game objects without writing custom conversion code.
Mainly Java. The stack also includes Java, Kryo, libGDX.
Maintained — commit in last 6 months (last push 2026-06-25).
Setup difficulty is rated easy, with roughly 5min to a first successful run.
Mainly developer.
This repo across BitVibe Labs
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