GameCore, a 2D game java library ================================ Versatile Java game engine with pluggable backends 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!**