Hi !
Featured games (85)
games approved by the League of Dukes
Games in Showcase (623)
Games in Android Showcase (176)
games submitted by our members
Games in WIP (674)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Colecting game library features  (Read 998 times)
0 Members and 1 Guest are viewing this topic.
Offline Raghar

Junior Devvie

Ue ni taete 'ru hitomi ni kono mi wa dou utsuru

« Posted 2004-03-21 15:58:36 »

I would say it simply. It might be nice to have some nicely structured game library. So I decided to create some kind of a skeleton of it, and possibly made part of it as well.
However I would like to listen about things that I forgot or willingly left from it. If you have any comments then be free to do so.

It took me around half hour to sum this list, translated it's nothing fancy, but nice background.


     radix sort
     radix from front with insertion sort (or perfect sort)
     circular doublelinked walkable list
     patricia trie (modified)
     BSP tree.
     Quad/ Oct tree.
     After I finnish  research to some workable form. It could include a seldom updated tree. (for majority of applicatins it would be high overkill.)

     Constructor. (for buildings with auto finnisher assinstant. This means you'd create two wals, it would create floor, roof, and rest of the wals in such way so it would feel nice with already existing rooms...  )
     Modeler. Fairly simple and efficient triangle modeler (Gmax is bloaded, blender is nonintuitive.)
     mapCreator. Thing working with the rest of the library, and with additional helping tools.
     utility for efficiently and graphicaly add it all together, and create structure efficient for AI colision detection, and irregular maps. (Aka maps with different heights and unlimited size.)

     pathfinding "square" "free" "triangle" "hex"
     Nonlinear pathfinding
     Dumb and straingth ("heuristic") algorithm DASH
     Vector math. (optimised for int and unsynchronized)

engines (partialy implemented engines)
     Roguelike tile engine 1
     Roguelike tile engine 2.
     GameFrame (Very lightweight frame with possibly connected JInput and with guaranteed switch screen resolution ability. Usable for Graphics2D/or Graphics2De, and possibly OpenGL) (I think it could be done in 35 kB native library so it wont increase download too much.)
Graphic rendering
     Black hole.
     Maya like similarity render
Graphic effects.
     flames (and particle generator)

It seems formating isn't strong ability of this forum. (No WYS...)

Pages: [1]
  ignore  |  Print  
You cannot reply to this message, because it is very, very old.

basil_ (37 views)
2015-09-30 17:04:40

shadowstryker (19 views)
2015-09-29 15:55:06

TheSpaceHedgehog (25 views)
2015-09-29 01:58:48

GamerC4 (48 views)
2015-09-24 21:10:38

GamerC4 (68 views)
2015-09-24 21:09:48

htuy (23 views)
2015-09-24 04:57:24

htuy (33 views)
2015-09-24 04:56:35

htuy (24 views)
2015-09-24 04:56:09

htuy (24 views)
2015-09-24 04:47:33

Roquen (61 views)
2015-09-21 12:54:28
Math: Inequality properties
by Roquen
2015-10-01 13:30:46

Math: Inequality properties
by Roquen
2015-09-30 16:06:05

HotSpot Options
by Roquen
2015-08-29 11:33:11

Rendering resources
by Roquen
2015-08-17 12:42:29

Rendering resources
by Roquen
2015-08-17 09:36:56

Rendering resources
by Roquen
2015-08-13 07:40:51

Networking Resources
by Roquen
2015-08-13 07:40:43

List of Learning Resources
by gouessej
2015-07-09 11:29:36 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!