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Code for a composition based, functional and efficient 2D game engine

Java 99.33% GLSL 0.67%
2d-graphics game lwjgl3 opengl

industra's People

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industra's Issues

Multi-line animated textures

  • Use multi-lines animated texture to define the state of the animation
    • Enable multi-lines textures in atlas
  • Switch line depending on input
  • Default line and default frames per line

Implement optical physics with Box2D

  • Implement simple radial light sources
    • Have a configurable light position, color and intensity
  • Add interactions between entities and light sources (light affecting sprites around it)
  • Add flickering, spot and ambient lighting
  • Add light source maps on sprites that can produce light
  • Add light impact map so light acts correctly on sprites

Fix the model loading paths

Using hardcoded src/main/... paths for loading resources isn't correct. This may work in a debug environment because the resources are going to be loaded in that particular directory, but it won't work with Gradle builds. Instead, resources should be loaded using the ClassLoader's getResource

See the following line to change:

Scanner f = new Scanner(new File("src/main/resources/models/" + model + ".model"));

This is required to get the CI builds functional

Implement shaders and transformation matrices

  • Loading, binding and unbinding of shaders
  • Automatically detect shader files and add them
  • Transformation matrices are sent and piped through the vertex shaders
  • Start to pipe the texture data to the fragment shaders

Implement textures, texture atlases and animated frames

  • Load textures from PNG files
  • Locate and use subset of textures in a texture atlas
  • Animate textures by changing a frame index
    • Add input bound animations (i.e. animated only while pressing S)
    • (Optional) Load animated textures from a texture atlas
  • Globally load and cut all textures at start using a texture manager
  • Animate the returning frames when an animation stops
    • Have a default frame for frozen assets

Implement mechanical physics with Box2D

  • Create basic AABB collision objects
  • Implement speed related feature and velocity changes
    • Frame bind all speed so it is consistant throughout every frame rate
  • Add collision detection with AABB
    • Consider SAT collision detection
    • Use broad & narrow detection

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