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  spck framework(?)  (Read 451 times)
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Offline mudlee
« Posted 2020-02-05 15:19:25 »

Hi Everyone.

In the last couple of weeks I was working on my game idea which I presented somewhere here as well, but I halted it down for various reason.
Instead of this game I started to work on a framework which I call Spck.

This framework will do somewhat similar as libgdx long term, but short term it will just be a simple tool that I will use for my projects. I created this topic to get some feedback if it will be usable for someone else too and I'd like to gather some ideas as well.

Features (in priority order):
  • cross platform (opengl, vulkan, metal, directx) rendering via bgfx (through lwjgl), currently desktop only - done
  • Java 11 modular structure - done
  • Packaging via jlink
  • Tools for shader loading, parsing
  • ECS via Ashley
  • Obj file importing via Assimp
  • Batch rendering
  • A simple input system
  • A very simple UI framework
  • A very simple sound system
  • Tools for tiled map parsing
  • Android support
  • iOS support
  • ?
Offline VaTTeRGeR
« Reply #1 - Posted 2020-02-05 16:20:23 »

This is my honest opinion on your featureset:

  • ECS via Ashley - Disgusting persecutioncomplex use Artemis-odb, it's faster and more mature.
  • Java 11 modular structure - Thumbs up
  • Packaging via jlink - Thumbs up
  • ...
  • THE REST - LibGDX offers this already

If you make the engine very easy to use and also very very fast at what it can do i would consider trying it out, you know something that can be used to bang together prototypes at a gamejam. LibGDX is somewhat slow and bloated in some areas, it could really use some performance optimizations in the 3D section, it isn't nowhere near how good it could potentially perform.

Apart from that i can't see the merit of it compared to LibGDX or other Frameworks. That shouldn't discourage you though, making an engine is a great programming exercise.
Offline mudlee
« Reply #2 - Posted 2020-02-05 16:27:19 »

I ment artemis really, I dont know why I wrote ashley :O
The goal is not beat or replace libgdx in anyway (I'm not that smart), but have something, not an engine but just a framework which can be used easily to start a java based game project which supports crossplatform rendering in native way with easy packaging. Maybe via jpackage in the future.

I've written a simple rendering engine already, and looks like I love to write these kinf of tools rather than writing games... Smiley
Thanks for your feedback!
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Offline yboya
« Reply #3 - Posted 2020-02-05 19:13:49 »

Hi,

I watch your work with attention, as I am trying to do approximately the same thing, my own game engine in java, with Koin3D project.

I will try to run your game to get ideas  Smiley
Offline philfrei
« Reply #4 - Posted 2020-02-06 04:42:18 »

  • A very simple sound system

If you'd like to use AudioCue, please do so.

AudioCue is basically a souped-up Clip, slightly easier to invoke, with real-time volume, panning and pitch controls, as well as allowing concurrent playback. There are also line followers allowing one to trigger events on starts and stops.

As far as multi-platform compatibility: I wrote an Android wrapper for audio output from Java once before. I've worked on but not completed a wrapper that would work with lwjgl. But these should be surmountable tasks.

music and music apps: http://adonax.com
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