This project is my humble playground to test out interesting gamedev patterns I run into while browsing the net.
However, I aim to create usable simple engine, that will, hopefully, allow me to create basic games and gain overall experience in gamedev.
My first iteration of engine-creating can be seen in simple-jogl-engine repository, which is based on JOGL, his project, on the other hand, will use LWJGL OpenGL binding, since the latter is not as dead as the former.
- OpenGL
- GLFW
- Encapsulate initializations of LabyrinthDemo ✅
- Wrap shader uniforms (create some kind of class for it)
- Think of some kind of collision which interactions will be observed ✅
- Think of storing animation frame in a set of parameters ✅
- Preprocess tiled map to implement simple AI ✅
- Improve composite entity pattern ✅
- Implement continuous collision detection for bounding box based collision contexts
- Implement several bounding box collision detection algorithms
- Refactor Tiled Map, provide the ability to change, replace specific tiles for future rerendering ✅
- Use parameters data classes instances only in the scope of game object, since it can be hard and messy to perform operation on static entities