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1  Games Center / WIP games, tools & toy projects / Re: SilenceEngine - A 2D/3D Game Engine on: 2014-11-24 17:07:13
Reason behind the name?

I wanted the engine to hide all the OpenGL calls from the user, and carry them silently under the hood. Hence the name SilenceEngine, the engine that silences OpenGL calls for you.
2  Games Center / WIP games, tools & toy projects / Re: SilenceEngine - A 2D/3D Game Engine on: 2014-11-24 16:14:11
Your native loader uses no cache. The libraries are deleted on exit. As a consequence, each time you run an application based on your engine, you have to extract the libraries. It increases a bit the startup time. Maybe you should add a flag to enable/disable this feature.

I don't think that it has much overhead, that's what most desktop games released with OneJAR or JarSplice do, they extract the natives on runtime and delete the natives afterwards. And moreover, that would simplify project setup, You just add the natives jar to the class-path just like you would do with other library jar, helping the user. I don't think enable/disable flag is not useful.
3  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-11-24 15:53:34
So for a project that is starting now, is using lwjgl 3 a good idea? Or is using 2.x and porting later the recommended route.

There are a lot of differences in the windowing API, that would take a lot of time to port old projects. I recommend using the nightlies and update with every nightly to test if yours work with the nightly.
4  Games Center / WIP games, tools & toy projects / Re: SilenceEngine - A 2D/3D Game Engine on: 2014-11-24 15:26:55
I decided to go with MIT licence guys, added the LICENCE file to the repository.

You should separate the program and the shaders. I'm still reading your source code.

It is possible to write your own shaders. Just create a Shader object with your sources and use it. The shader that is by default, is a simple pass-away shader that doesn't do anything other than just passing the values as they are.

I've looked at the native loader. Do you plan to support ARM? I remind you that some laptops use ARM CPUs.

I don't get what you mean, it supports every platform that LWJGL3 has natives for, my NativesLoader just extracts them to a temp directory, and assigns the org.lwjgl.librarypath variable so that natives can be found.
5  Games Center / WIP games, tools & toy projects / Re: SilenceEngine - A 2D/3D Game Engine on: 2014-11-24 14:54:18
@SHC Your math classes are quite poor for the moment and you mainly just wrap GLFW and its "friend". Is it reasonable to set MAX_VERTICES_IN_BATCH once for all?

Yep, I agree that they are really poor, atm, mainly since the age of this is just two days. As per the MAX_VERTICES_IN_BATCH, I heard that some cards have limits on the size of the VBO datastore, and that too, the least thing is they only allow 4MB of data. So I set the max vertices to 4096, so 4096 * 4 * 4, i.e., 4096 vertices with 4 components each of 4 bytes would be sufficient in that memory. Should I increase that limit?
6  Games Center / WIP games, tools & toy projects / Re: SilenceEngine - A 2D/3D Game Engine on: 2014-11-24 14:49:35
It maybe currently a framework, but I also have plans to add scenegraph, level loaders (tmx) and also simple world physics, which would make it an engine. At this point, nobody may care, but I thought to post here, to know the feedback (constructive of course), so that I can improve it a lot.

And guys, please don't compare mine with LibGDX, that would be comparing an ant with an elephant, I just wanted to document the progress, and also notify you at the same time, so I made a post here.

I don't believe that having no licence means it's not opensource, I meant by opensource, the source code is open to all, and I put no restrictions on how you guys use the code, I don't want to do so, hence I selected no licence. However, if you do insist that software should have a licence, please suggest me one, that would allow the user to do anything he wants with the engine.
7  Games Center / WIP games, tools & toy projects / SilenceEngine - A 2D/3D Game Engine on: 2014-11-24 14:03:54

Hello everyone, this is my second attempt at making a game engine, and here it is, SilenceEngine. This is a 2D/3D GameEngine, which means it aims to help you in creating either 2D or 3D game. This is currently under heavy development (I'm coding 8 hours a day since last two days) and I plan on adding a lot of features to it.

About the Project

The AIM of this Project is to silence (hide) the underlying OpenGL calls, leaving you with only the features that are required to make your game, hence the name SilenceEngine. This is the first game engine to use LWJGL3, and also, more importantly, this engine uses OpenGL 3.3 core profile, everything is modern. I aim to keep the API really simple, and at the same time, flexible.


I'm writing this post very early, so it has very few amount of features right now, but I'll add more to this list of features gradually. Currently, this is the list of features that this engine offers you.

    Complete implementation of Display

    • The Display is completely implemented, and it's creation is automatically taken care of, for you. You can switch between windowed and fullscreen modes, move and resize it, change the title, set the viewport, change the clear color, show or hide windows, with just one call to the methods in the Display class. Even the keyboard input is fully functional, so you can jump right in.

    A Batcher to Stream

    • The Batcher class helps you in managing the VAOs, VBOs, Textures, and also Shaders for you, meaning that you can concentrate on the GamePlay and logic. There is no need to struggle with the VAOs, VBOs, Buffers, they are automatically taken care for you.

    Natives Management

    • People usually find problems in attaching natives. So I wrote the
      class (package-private because you won't have to use it) which extracts the natives from the JAR itself. This makes attaching natives very easy, just add
      to the classpath, and you are done.

    Source Code

    This is completely OpenSource, and is licenced under MIT licence.

    That's all I can say right now, stay tuned folks![/list]
    8  Games Center / WIP games, tools & toy projects / Re: Kinetic on: 2014-11-24 05:58:10
    Use the user folder to store the data. Nice funny little game though.
    9  Game Development / Newbie & Debugging Questions / Re: [lwjgl] Cannot enable <cap> in the current profile. on: 2014-11-24 05:33:07
    You can only enable/disable certain flags in Core profile, like, for example, GL_BLEND is perfectly valid there, but GL_TEXTURE_2D is not, that is deprecated. What flags are you using?
    10  Game Development / Newbie & Debugging Questions / Re: [lwjgl] Cannot enable <cap> in the current profile. on: 2014-11-24 05:27:07
    I suspect that your old code is using
    function. That function is deprecated in core profile.
    11  Game Development / Newbie & Debugging Questions / Re: [lwjgl] Cannot enable <cap> in the current profile. on: 2014-11-24 05:22:05
    Are you using Core profile?
    12  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-24 05:16:30
    @Jacob Pickens

    Thanks for your reply, chosen the same, and also added it to the GitHub repository of SilenceEngine
    13  Discussions / General Discussions / Re: Graphics cards and Macs on: 2014-11-23 16:27:54
    The problem is that you are using passing in vertex shader code as the fragment shader code. That's the problem.
    14  Discussions / General Discussions / Re: Graphics cards and Macs on: 2014-11-23 16:24:35
    Mac OS only returns a 3+ context if you explicitly request it for one. If you have LWJGL 2.9.1, then use this to create the Display.

    PixelFormat pFormat = new PixelFormat();
    ContextAttribs cAttribs = new ContextAttribs(3, 2).withProfileCore(true)

    Display.create(pFormat, cAttribs);

    If using LWJGL 3 with GLFW, then these window hints will get you a Core Context.

    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);

    Another thing, even if you want OpenGL 4.1 or something, you must use 3.2 as the major and minor version numbers in Mac OS. This is because of the implementation details of the default OpenGL drivers. Since yours is a modern (only a year old, guessing the card as Intel HD 4000), you can get a context of OpenGL 4.1 by requesting 3.2 core context.

    (Edit: Oh, you were following my series! Thanks!)
    15  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-23 15:33:54
    I'm confused in choosing the logo for SilenceEngine. Here are two,


    Which one is better guys?
    16  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-23 05:04:59
    Looks amazing!!! Mind == blown


    Also, why is it called silence engine?

    Just because I like Silence  Grin. Actually, it is meant to silence all the opengl stuff, and leave you with only things you really need for your game. It takes care of everything.
    17  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-23 04:54:41
    Made a logo for my SilenceEngine:

    Howz that? Any criticisms?
    18  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-22 16:04:58

    Wow, thought you won't do that?!


    Implemented Display and Input, and Batcher in my SilenceEngine.


    Wow, I replied to you!! Tongue
    19  Game Development / Newbie & Debugging Questions / Re: [GLFW][LWJGL3] Toggle between fullscreen and windowed mode on: 2014-11-22 13:55:48
    Thanks for your reply Spasi. This is resolved for now. For anybody who is having this issue, here is my

    public static void setFullScreen(boolean fullScreen)
        if (Display.fullScreen == fullScreen)

        Display.fullScreen = fullScreen;

        if (fullScreen)
            ByteBuffer vidMode = glfwGetVideoMode(glfwGetPrimaryMonitor());

            oldWidth = width;
            oldHeight = height;

            width = GLFWvidmode.width(vidMode);
            height = GLFWvidmode.height(vidMode);
            width = oldWidth;
            height = oldHeight;

        // Create new window
        long fsDisplayHandle = glfwCreateWindow(width, height, "SilenceEngine", fullScreen ? glfwGetPrimaryMonitor() : NULL, displayHandle);
        displayHandle = fsDisplayHandle;


        resized = true;

        WindowCallback.set(displayHandle, new WindowCallbackAdapter()
            public void windowSize(long window, int width, int height)
                Display.width  = width;
                Display.height = height;

                resized = true;

            public void key(long window, int key, int scanCode, int action, int mods)


    Yes, I'm trying to make a Display class, so that most of the old code can be ported without many problems. Thanks again Spasi.
    20  Discussions / Chitchat Monster / Re: Just got Far Cry 4!!!!! on: 2014-11-22 09:51:22
    Please don't post Cracked-Games on the Forum. This forum is for game developers, not for crackers.
    21  Game Development / Newbie & Debugging Questions / [Solved][GLFW][LWJGL3] Toggle between fullscreen and windowed mode on: 2014-11-22 09:15:14

    I've tried to toggle between fullscreen and windowed mode, but calling
    also destroys it's context. Is there any way to toggle between fullscreen and windowed mode without losing the context?

    22  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-11-21 17:26:56
    Nevermind, it is resolved now. I forgot to rebuild after changing the library and natives.
    23  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-11-21 17:18:23
    Hey Spasi,

    It's now working, but there is another bug. When I've clicked the close button on the window, the window became unresponsive, and I've to force quit it. No exceptions, but the return code is 137.
    24  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-11-21 17:05:33
    Think I've found a bug on OS X. The library is spitting an
    until I explicitly call
    method. The natives aren't loaded until I call that method.
    25  Discussions / General Discussions / Re: Jar Decompiler? on: 2014-11-21 08:43:42
    I prefer this, JD-GUI. Also has plugins for Eclipse and IntelliJ.

    26  Game Development / Game Play & Game Design / Re: Represent entity with multiple points on: 2014-11-20 10:40:02
    I think that what you are asking, is about animation and collision detection. If you want to display an animation, you would have two images (or more) and draw them each for a frame, and you will see it animate. To know which part was collided, use hitboxes.

    For, example, see these two images. The first one shows the sprite, and the second one shows the sprite with hitboxes drawn on it.

    These hitboxes are just rectangles, which you can use to test on which part the collision took place. What you'd be doing is testing each of the sprite's rectangles with each of the other sprite's hitboxes to determine the collision. If any one intersect, you know which part, i.e., which hitbox intersects, and react to the collision.
    27  Discussions / General Discussions / Re: java jar file rejected by folks at "Demo Derby", need .mov ASAP on: 2014-11-18 16:41:54
    Your game doesn't work on my mac. It stays forever at the intro screen. From the second launch, I see no window. Here is the console output.

    Harshas-Mac-Pro:Downloads sriharshachilakapati$ java -jar hexarademoderby.jar
    making GameFrame:1416328832187
    making smokegs:1416328833098
    PZConstructor, starfld1:com.adonax.hexara.stars.StarField@7daf6ecc
    Harshas-Mac-Pro:Downloads sriharshachilakapati$

    Sorry, couldn't accomplish the task.
    28  Discussions / General Discussions / Re: java jar file rejected by folks at "Demo Derby", need .mov ASAP on: 2014-11-18 14:54:04
    Can I record it for you? MOV is the default format for QuickTime on mac.
    29  Games Center / WIP games, tools & toy projects / Re: Mercury: The Simple 2D Game Library | >> BETA coming soon << on: 2014-11-17 16:11:49

    Ported Framebuffer API to Modern OpenGL. Here's a small snippet showing how to use the framebuffer.

        g.drawRectangle(100, 100, 100, 100);
        g.drawString("This is rendered to framebuffer!!", 0, 0);

    That renders to the framebuffer. Then you can simply get the rendered texture by calling
    and use it while rendering. The test renders the texture to a rotating rectangle.

    And here is the FrameBufferTest running under Mac with OpenGL 3.3 (A crappy gif I could record)

    Click to Play

    And also fixed a small bug that caused rendering of
    s to cause an NullPointerException. Anyways, this is so small right now.

    We plan to release this somewhere between 20th and 30th of December, and there is a lot more to do. Jev is currently working on a TMX map loader, and it's going on pretty well, that should be available in his next commit. Till then, I'll be working on the documentation, and will be testing to find any bugs that might crept in.

    Happy Time Folks!!
    30  Game Development / Newbie & Debugging Questions / Re: ArrayList error on: 2014-11-17 12:38:50
    Grids are better when used against static objects (Even in other case, they are better than brute-force). For moving objects, generally QuadTrees are preferred. If you need to use them for moving objects, you have to re-construct the grid every frame. Or better, only update the entity which moves.

    So you have to store the grid cells in the entity too, then remove the entity from those cells. Calculate the new cells and insert the entity there. This will be a lot more better.
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