The Objective of Game2D, is to provide a powerful and easy to use opensource GameEngine for desktop and embeded devices. We use Java as our programming language, and want to use Vulcan in the future (currently javax.swing). The project is in an early stage, but already usable (we have a running demo game). If you want to take a look at the project, you can find it here: https://github.com/vonBohlen/Game-2D. We search for two kinds of collaboration: 1. Directly contributing to the project, and 2. Developing your own game with Game2D while remaning in contact with us, to request new features and report bugs. If you're interested in either form of contributing, please send me a direct message here in discord.
Image: Footage of the demo game
https://cdn.discordapp.com/attachments/1040337174186430489/1303425323727323146/image.png?ex=672bb4ed&is=672a636d&hm=a1c46af21567412b4f3bc80b92bc841306eab61b1bf110eafeffa0d3cfb7c921&
#Game2D: A Java opensource 2D GameEngine (Looking for collaborators)
1 messages · Page 1 of 1 (latest)
The repo is so... empty
It looks like your main render loop has the situation while(true) draw, this will hog a lot of system resources.
In the class "RenderMan" you have while(run){ 'update screen' }, I'm assuming that run is set true when the app starts and stays true?
Yes and no, run is set to true when the app starts, but can be changed to false by 'freeze()' and 'exit()', with 'freeze()' run can be changed back to true to continue whilst with 'exit()' a new thread has to be created
I would recommend putting your thread to sleep when it does not have any work to do, right now when your thread is done drawing it will continue to run calculating elapsed time until it reaches your set delay. A better system would be to draw your screen, then put the thread to sleep for that delay time, wake the thread up where their is work to do, measure the elapsed time once per cycle and offset for any variance. Better than that would be to emulate something like swing, they only redraw the screen when necessary i.e. when a change occurs on the screen.
Yes you are right, i currently work on a Vulcan based renderer and will implement your improvements there. Thank you i didnt thought of that at all
Im interested in.