diff --git a/README.md b/README.md index 7ab2e7d..a58efc8 100644 --- a/README.md +++ b/README.md @@ -1,6 +1,86 @@ -gamecore -======== +GameCore, a 2D game java library +================================ Versatile Java game engine with pluggable backends -TODO: better readme and tutorial games +This engine aims to be platform and backend independent, clean and simple. + +It's a bootstrap for 2D java games. + +*(You could probably do 3D in it as well, with the LWJGL backend and LWJGL functions. But it'd be ugly.)* + + +DEPENDENCIES +------------ + +If you intend to **build it from source**, you will need those Eclipse projects in your workspace: + +- [MightyPork/mightyutils](https://github.com/MightyPork/mightyutils) - Game utils + + + +BACKENDS +-------- + +Backends provide implementation to some abstract GameCore modules: + +- [MightyPork/gamecore-lwjgl](https://github.com/MightyPork/gamecore-lwjgl) - LWJGL backend for GameCore + + + +How to use it +============= + +TODO: Better docs and demo + +Basically, all you have to do is make an instance of `App`, with a backend of choice (only LWJGL now). + + +It's all about init tasks +------------------------- + +You then add some `InitTask`s to the `App`, maybe some plugins, and `start()` it. + +This can be done in the constructor, or somewhere else, that doesn't really matter. + +All of the game configuration is done using the `InitTask`s. There is a bunch of init tasks already added, each task has a name and a list of tasks it depends upon. It also has a priority, which affects order (but dependencies must already be loaded). + +You can add task to setup `WorkDir`, to define config file locations and contents, to set up window size, to load resources and so on. + + +Not really, it's all about EventBus +----------------------------------- + +Once init tasks are initialized, the next phase comes. The `MainLoop` will be executed, providing delta timing to the whole game. + +This is done via an `EventBus` system, the core of the whole engine. Everything is done using Events. Well, almost. + +- Delta timing is via events. +- Shutdown is done via event. +- Resource loading is via events +- All game logic can be done via events +- User input is via events +- ... + +So yeah, lot of stuff. + + +The GUI +------- + +The MainLoop renders something called "main renderable", or UI. What you put there is really up to you, but typically it's a `SreenRegistry` with some `Screen`s in it. + +The UI receives timing events, user input events etc, and can react to them. + +There is a little library of UI layouts and components that can be used, or you may make your own with no big hassle. + + +Make use of MightyUtils! +------------------------ + +There is a HUGE amount of cool utils in the MightyUtils library. One of them is even the EventBus itself. + +There is a magnificent **math library** with **dynamic constraints**, the base of the GUI system. There is even a custom "serialization" system called **ION**. + +**Check it out!** +