[gameprogrammer] Re: Java -- Game Framework

I don't really have any great screenshots -- all I really have is a 
semi-working paddle/ball demo, and then the ability to load and display 
OBJ files, so shots of those rotating, too. ^_^

_I_ think it's pretty easy to use, but then I wrote it (am writing it) 
so my opinion is liable to be biased.  Essentially, I have a set of 
abstract classes which you subclass to make the various parts of your 
game (barring a few like Scene).  You create your own main class which 
makes a window and sets it's parameters, then you easily create/attach 
a GL context to the window, and run your game class (which is a 
subclass of the Game class).

The Game object runs through a loop, processing input however you tell 
it to, then telling the current Scene (another class) to process 
itself, which cascades through all the Entity objects within.  They 
process however you tell them to (it's very custom/hands-on I think).  
Then it tells the Scene to draw itself, which cascades through all of 
the Entity objects again.  An Entity can have a Shape object (or not), 
and if it does, this is the thing which describes what the Entity looks 
like.  Each Entity draws it's shape on screen.

You can of course implements other scenes, like a HUD scene, which you 
have it render after the 3D portion, just have to know some OpenGL for 
the configuration.

I also have a nifty Action class, which lets you communicate between 
the various Entities.  You send an event to an Entity (say, if your 
Entity hit it with a weapon, collision, whatever), and that gets 
processed, as long as you've told it how to process the command (very 
similar to sending/receiving network packets, I believe).

So if that sounds easy... ^_^  Feel free to email me privately or 
online asking for more information -- or you can IM me sometime on 
AIM/Yahoo -- my SN is "Lareon" (minus the quotes).

--Scott

PS:  By semi-working paddle/ball demo, I mean that the ball bounces 
correctly against the paddle (even correctly against the corners...  
Or, well, maybe not 100% for the distances, but the vector is right).  
The only problem is a result of moving the paddle >.<...  I encountered 
some problems with the paddle moving TOO far, and the ball winds up 
inside of it, and if you hit the ball from behind, etc...  I think the 
solution involves adding the paddle's velocity to the ball's reflection 
vector, but I decided to move on from that for now, into 3D shtuff.

On 02 Jun, 2005, at 1:47 AM, Trollfiddler wrote:

> Sounds great, are there screen shots or very basic user docs anywhere? 
> I've
> more or less decided to build my game in C++ because I couldn't find 
> any
> decent Java engines. Be great if this was easy to use.
>
> T.
>
> ----- Original Message -----
> From: "Scott Harper" <lareon@xxxxxxxxxxx>
> To: <gameprogrammer@xxxxxxxxxxxxx>
> Sent: Thursday, June 02, 2005 6:40 AM
> Subject: [gameprogrammer] Java -- Game Framework
>
>
>> Well, ladies and gentlemen, my Java Game framework, while not quite
>> finished (I think, it's a sort of organic process), is not to the 
>> point
>> in the 3D realm where I can load in an 83 000+ poly OBJ model and
>> render at max framerate (60) on my GeForce 6600.  I'm pretty sure
>> that's frame-limited by the monitor refresh, however.
>>
>> I would almost like to make a sourceforge listing for it, but I'm not
>> quite sure how that all works, plus I have no ideas about CVS workings
>> or anything, so if anyone would be interested in helping out with 
>> that,
>> or at least providing information that's cool.  (I'm being lazy about
>> it, so it's totally cool if you don't want to help. ^_^)
>>
>> I probably need to go through and update the documentation, and clean
>> some things up, too.
>>
>> I use JOGL for all the graphics, and I'm using JInput for input (which
>> I need to iron out I think), and I plan on using JOAL for audio, 
>> though
>> I have nothing done in that area yet.
>>
>> Just thought I'd send an update, plus the list has been slow of late.
>> ^_^
>>
>> --Scott Harper
>>
>>
>>
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