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  Flat2D - A small wrapper for LWJGL and AWT 2D  (Read 1534 times)
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Offline Meanz

Junior Newbie

« Posted 2013-01-19 18:26:03 »

Hey, I recently put together a small library that allows you to switch between AWT and LWJGL rendering.

I was bored.

What does it do?
Basically it is 4 interfaces that has two implementations, one for AWT and one for LWJGL.
So you can change between AWT and LWJGL without modifying your code.

How do I use it?
Well, there is two different methods of using it.
1. Use my render loop, it is based on dewitters game loop, or atleast that article. (

You create a RenderLoop object by either using the FlatEngine.create function (It's just a container for the render loop)
public static FlatEngine.create(RenderLoopCallback rlc, RendererType _renderer, String windowTitle, int width, int height, boolean decorated)

FlatEngine fe = FlatEngine.create(this, FlatEngine.RendererType.AWT, "Test", 800, 640, true);

Or you can create it manually
public RenderLoop(RenderLoopCallback rlc, IFlatRenderer renderer)

The RenderLoopCallback is an interface that allows the game loop to contact your game.
It looks like this
     * Called before the rendering loop is started

    public void preload();

     * Called when a update is requested

    public void update(IFlatInput input);

     * Called when a frame draw is requested
     * @param graphics

    public void draw(IFlatGraphics graphics);

2. You can use your own rendering loop
And you just have to create a IFlatRenderer  either the AWTRenderer or the LWJGLRenderer

If you want to have a look at the code or even use it, you can find it it at (

I don't know if anyone would find this useful, so my question to you, is this something interesting, maybe something you want to see expanded?
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