GameComposer is a game authoring tool and also a game runtime environment targeting at desktop and mobile devices.
Started as a JavaFX implementation some years ago, it now supports desktop and mobile devices, with support for modern technologies such as HTML5, WebGL, Apache Cordova/Crosswalk and Electron.
Its core is based on Domain-driven Design and a hexagonal architecture. The main game simulation logic stayed the same for years, but replacing presentation logic and adapting it to new technologies is a lot easier compared to traditional layered applications.
To see it in action please visit this page
This is the shiny new Web-enabled editor for the GameEngine. It is based on HTML5, Polymer/Webcomponents, Electron and TeaVM.
The Electron Releases are available for download at the GitHub Releases section.
GameEngine is the cross-platform game engine.
Core concepts and components of the game engine are:
|Concept / component||Description|
|Game||A Game is the top level container. Each Game is split into several GameScenes.|
|GameScene||A Scene is like a level of a game. A Scene has a collection of GameObjects, Assets and Events.|
|GameSystem||A GameSystem defines a subsystem of the game engine. There are GameSystems for physics, sounds and other stuff|
|GameView||A GameView is the presentation of a GameScene to some kind of consumer. This can be a screen renderer or even a remote consumer.|
|GameObject||A GameObject is a template for visible objects. The behavior of a GameObject is defined by GameComponentTemplates|
|BehaviorTemplate||A BehaviorTemplate defines some kind of behavior, e.g. if it is static, a sprite or driven by physics.|
|GameObjectInstance||A GameObjectInstance is an instance of a GameObject. It inherits the defined BehaviorTemplates by copying them into a Behavior|
|Behavior||A Behavior is the behavior status for a BehaviorTemplate and a GameObjectInstance.|
|Event||An Event can be triggered by a consumer by sending it via the GameView to the engine. An Event can also be triggered or consumed by a GameComponent or GameSystem.|
|EventSheet||An EventSheet is the rule engine. Each rule has a condition and some actions.|
|GameLoop||The GameLoop drives the engine by calling the GameSystems, rendering the GameView and dispatching events.|
|GameProcess||A GameProcess is something that takes multiple GameLoop cycles to complete, for instance playing background music or playing an animation.|
Networking support is implemented as a RemoteGameView. Local events are sent between game instances to sync the distributed game models.
Networking is implemented in a very early beta state only by the TeaVM Renderer. Events are sent to a Firebase instance, which then syncs the events back to other browsers bound to the same Firebase instance. Take a look at the Networking example to see it in action. In this case, Firebase acts as a non-authorative game server. The game models and simulation is still run in the local browser. Only the game state is synchronized using events.
This is a first implementation of a WebAssembly based GameRenderer. Under the hood it uses the TeaVM WebAssembly compile target.
Please note that this is experimental stage!
Example games(probably not working):
This is basically the TeaVMRenderer packaged as a Cordova Application backed by Crosswalk(Chromium).
This is the game presentation logic by implementing a GameView using JavaFX 2. This also includes a Soundsystem implementation based on Java Sound API.
This is the game presentation logic using the Android Java SDK. This also includes a SoundSystem implementation for Android devices. We use an Android SurfaceView for rendering. Future versions will include OpenGL ES support.
GameComposer is the authoring tool, the IDE. It is a JavaFX2 application. Using this tool, games can be designed and tested. Finally, they can be exported to a target runtime, e.g. HTML5.