Stuart's Game Engine
This is a work-in-progress library of math and rendering classes intended for use in simple game or simulation projects. This is a learning project for my own enjoyment, so I don't intend to release things until I feel that they are somewhat stable, or at least useful. Many classes are subject to change often. Please see the License file for licensing details.
Most of the math libraries can be taken out on their own and used. The rest of the classes likely depend on LWJGL. ImageIO related stuff, I try and stick to built in Java platform facilities where possible.
sge.math:
- Vector[2,3,4]: Immutable value Vectors
- MVector[2,3,4]: Vectors supporting destructive updates
- Matrix[2,3,4]: Matrix multiplication
- Quaternion: Quaternion Rotations
sge.bounds:
- Line2D: Check intersections of 2D lines
- Circle: Check intersections and containment of circles
- Rectangle: Check intersections and containment of rectangles
- AABB check intersections and containment within Axis aligned bounding boxes
- Sphere check intersections and containment within spheres
sge.color:
- RGBA color as float ratios (0..1), and int values (0..255)
- HSL color
sge.geom:
- Vertex: Drawable Vertex (position, normal, texture coordinate, color),
- Triangle: Face composed of 3 Vertices
- VertexArray: Interleaved float[] with Stride equal to Vertex.SIZE
- Vector3Array: interleaved float[] with Stride equals to Vector3.SIZE
- Mesh: Surface object using lists of Vertices and indices
sge.renderer:
- GLSLProgram: Compile and bind shader resources
- Image: Loading images from files or from arbitrary producers (tbd)
- MeshRenderer: Send mesh data to GPU and render objects.