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wurfelenginesdk's Introduction

WurfelEngineSDK

Java 8

Javadoc

Screenshot 1

Features in a nutshell

  • cross plattform
  • map loading and saving
  • open world map streaming
  • day-night cycle
  • modern 3d rendering (nomal map) and lighting with isometric sprites
  • destructable environment
  • in-game map editor
  • split screen support

Wurfel Engine uses Maven for dependency management. It is built on top of libGDX.

WurfelEngine.jar is not intended to work as a stand-alone application like the industry game engines (i.e. Unity). The engine is designed to be configured and programmed via source code in the programming language Java.

A game engine is a huge collection of algorithms. Therefore there are many parts which can be further improved. Some wanted improvements can be found under Issues.

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wurfelenginesdk's Issues

WurfelEngine needs extensive unit testing.

WurfelEngineSDK has some new features recently and it tends to incorporate them often, but given that, is a priority to make some housekeep and try to create a good unit test suit to ensure that we are not breaking anything with every new addition.

Schwarzer Rand bei geringem Zoom Level

Wenn ein kleiner Zoom Level verwendet wird, z.B. 0,3 dann gibt es beim Scrollen nach Osten oder Westen teilweise schwarze Ränder. Je höher der Zoom Level desto größer die schwarzen Ränder.

WurfelTest.zip
In dem Beispiel kann man mit dem Scrollrad den Zoom ändern und mit A oder D die Kamera verschieben. Wenn man ganz heraus zoomt kann man das Problem schnell sehen.

Ist es überhaupt richtig den Zoom Level zu verwenden wenn man einen größeren Bereich der Spielwelt sehen will? Kann man die Kameraentfernung ändern?

Controllers do not work on Mac OS

When accessing the controllers

Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load shared library 'libgdx-controllers-desktop64.dylib' for target: Mac OS X, 64-bit

It seems that gdx-controllers-desktop-natives.jar are missing. Do you know how we fix this?
I thought they were included in gdx-controllers-platform, but we already have this in the pom file.

Improve performance of entity to entity collision detection with quad tree

Currently entity collision runs in O(n^2) as every entity checks it collision with each other.

With a grid:
Inserting n entities in a grid with m cells: Still n^2 but divided by m.

Using a quad tree should reduce collision search to O(log(n)).
Split cell if it contains >3 elements. Check for collision probably needs to check the surrounding cells. How to obtain them?

http://gamedevelopment.tutsplus.com/tutorials/quick-tip-use-quadtrees-to-detect-likely-collisions-in-2d-space--gamedev-374

http://gamedevelopment.tutsplus.com/tutorials/make-your-game-pop-with-particle-effects-and-quadtrees--gamedev-2138

separate the code

It would be good to separate code for like libgdx project.

  • desktop
  • android

Demo very incomplete?

Hi I built and ran the demo with much trouble with file paths and imports. Am I doing something wrong or is the demo very incomplete? No shooting, just a flat world. Weapons are selectable though. Monsters chase you but you can't kill them.

If that is all that is fine, I appreciate your work greatly. I hope to make a 2D mmo with this engine. If the demo should have more features, what am I doing wrong? I didn't use Maven, maybe that's it. I just cloned this repository.

Just a Java noob wondering what's going on lol

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