A Game Engine For You

Posted by (twitter: @jonahisadev)
February 23rd, 2017 5:36 pm

Hello!

My name is Jonah, I’m a high schooler with a passion for computer science, programming, and game design. I’ve been working on a game engine for a couple months, and I’d like to share it with you guys. I don’t have much time when Ludum Dare competitions come up, so I don’t often participate anymore, but I thought my engine may be helpful to some of you. It’s for Java, so if you’re like me and enjoy that language, then this is for you! A list of features can be found on the GitHub Page README, and the library can be downloaded here. I believe you will also need to add LWJGL jars to your classpath. The engine is very lightweight, and provides a good set a features to get you up and running in no time. Some features like font loading, WAV loading/playback, and sprite sheet support are ready to go as soon as you start coding. Rendering works in OpenGL and GLFW, so your graphics card does all the work to render things, leaving the CPU more wiggle room.  Obviously, as I’m just a high schooler, this engine isn’t super sophisticated, but if you’re wanting something simple yet powerful for your Ludum Dare game, look no further. If you find problems with it, or have features to suggest, don’t hesitate to submit an issue on GitHub, I’ll take a look at it right away. I’m constantly working on the engine, and trying to fix performance issues, and add new things to help you, the game designer.

I hope you find this engine useful in your games, Ludum Dare or not.

Thank you for reading, and good luck with your games!

~ Jonah


One Response to “A Game Engine For You”

  1. foreverip says:

    I don’t generally like to comment on posts, but I just had to as I was in a similar situation a few months ago.

    Anyways, if you ever decide to implement physics into your engine, I suggest checking out this guide:
    https://gamedevelopment.tutsplus.com/series/how-to-create-a-custom-physics-engine–gamedev-12715

    It’s not the best guide in the world, but it’s good enough. There may be a few mistakes in the guide here and there, just check with the comment section in the guide if you think there is a mistake. Also check this out for collision detection:
    https://gamedevelopment.tutsplus.com/tutorials/collision-detection-using-the-separating-axis-theorem–gamedev-169

    Just note that whatever you make will not be as efficient as what professional programmers use. Still, I find the algorithms fast enough to use in games.

    Sorry if this post is meaningless to you, as I haven’t really looked over your game engine. I don’t really use Java for game development.

    Anyways, good luck :D.

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