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Ondřej Hruška 11 years ago
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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!**

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