Skip to content
/ XJGE-2 Public

XJGE provides developers with an extensible architecture that can be used to facilitate the creation of both 2D and 3D games.

License

Notifications You must be signed in to change notification settings

XJGE/XJGE-2

Repository files navigation

XJGE - Extensible Java Game Engine 2

XJGE provides developers with an extensible architecture that can be used to facilitate the creation of both 2D and 3D games. It takes the form of a Java library packaged as an executable .jar file that's coupled to several low-level dependencies. XJGE was built using the Lightweight Java Game Library.

XJGE is open source and provided free of change under a GNU Lesser General Public License (or LGPL). The source code of the engine may be copied, modified, and redistributed so long as derivative works contain the same notice.

XJGE 2 is a clean rewrite of the legacy version which can be located here: https://github.com/XJGE/XJGE-legacy

Resources:

Getting Started

Begin by downloading the latest version of the XJGE then proceed to create a new project in your IDE configuring the engine as described here.

Detailed below is a simple example that will create a new window and place you into an empty level.

First, you'll want to create a package and create a subclass of Scene called TestScene. scenes can be conceptualized as the games individual levels;

package org.xjge.demo.scenes;

import java.util.Map;
import org.xjge.core.Camera;
import org.xjge.core.Scene;
import org.xjge.graphics.GLProgram;

public class TestScene extends Scene {

    public TestScene(String name) {
        super(name);

        /*
        Called when the scene is first entered. Initialize all of your 
        resources here.
        */
    }

    @Override
    public void update(double targetDelta, double trueDelta) {
        /*
        Used to update game logic. Called automatically by the engine in a
        loop unitl the scene is changed.
        */
    }

    @Override
    public void render(Map<String, GLProgram> glPrograms, int viewportID, Camera camera, int depthTexHandle) {
        /*
        Used to render game objects. Like the update() method, this too is
        called in a loop until the scene is changed.
        */
    }

    @Override
    public void renderShadows(GLProgram depthProgram) {
        /*
        Specialized method that can be used to generate a depth texture.
        Only called when a ShadowMap object has been provided to the scene
        and game entities are providing their mesh/model matrix data to the 
        depth shader program through uniforms.
        */
    }

    @Override
    public void exit() {
        /*
        Used to deallocate memory used by the resources of this scene. Called
        once upon leaving the scene.
        */
    }

}

Next, you'll need to initialize the engine and set the first scene. I recommend doing this in the Main method in another package;

package org.xjge.demo.main;

import org.xjge.core.Game;
import org.xjge.core.Window;
import org.xjge.core.XJGE;
import org.xjge.demo.scenes.TestScene;

public class Main {

    public static void main(String args[]) {
        
        /*
        Initializes the engine, sets the filepaths to the assets folder that
        will contain the games textures, sounds, etc. And the scenes folder 
        that will contain subclasses of Scene.
        */
        XJGE.init("/org/xjge/demo/assets/", "org.xjge.demo.scenes.", null);
        
        //The Window class can be used to configure the applications window.
        Window.setTitle("My Game");
        
        //Sets the first scene we'll enter.
        Game.setScene(new TestScene("test"));
        
        //Starts running the engine.
        XJGE.start();
        
    }
    
}

Finally, if everything was configured correctly you should get a new window titled "My Game" with a blue sky;

preview

Features

  • Split-Screen Capabilities
  • Programmable Graphics Pipeline
  • Dynamic 3D Audio
  • Built-In Command-Line Interface
  • Runtime Diagnostics
  • Error Logging
  • Multi-Controller Support
  • Cameras, Timers, and other Gamplay Tools
  • Central Event Queue
  • Entity Blueprint System
  • Dynamic Lighting, Shadow Mapping, and Bloom Effects
  • Skeletal and Sprite Animation
  • 3D Model Support

About

XJGE provides developers with an extensible architecture that can be used to facilitate the creation of both 2D and 3D games.

Topics

Resources

License

Stars

Watchers

Forks

Packages

No packages published