LWJGL Forum

Programming => Lightweight Java Gaming Library => Topic started by: EvilOne on October 16, 2007, 09:43:30

Title: New project using LWJGL
Post by: EvilOne on October 16, 2007, 09:43:30
Hi,

Check out: https://sourceforge.net/projects/insania/

This project will become a little rendering engine (and will be the base for my game). I've just checked in the first few classes, nothing special. Image loading (png only), wrapper for textures, shaders, programs... a little bit of IO and some utils. It's just the beginning... so give me two weeks to make it a bit usefull  ;D

Have fun browsing the CVS...

Cheers,
E1.

P.S. How to get rid of files in the cvs? I accidently checked in the .classpath file (which points currently to my girlfriends computer... sigh)
Title: Re: New project using LWJGL
Post by: Matzon on October 16, 2007, 10:32:06
How does it compare to Xith, JME? - or Slick (if 2d)?

You cannot remove cvs files, unless you have physical access. This usually means you have to make a support request to source forge.
Title: Re: New project using LWJGL
Post by: EvilOne on October 16, 2007, 10:45:56
It's just another lib, nothing special. Just one more choice.
More choices are always good... ;D
Title: Re: New project using LWJGL
Post by: Evil-Devil on October 17, 2007, 12:53:46
Why only png? With DevIL you have a much wider support and custom textureloader aren't that hard to code in java too.
Title: Re: New project using LWJGL
Post by: EvilOne on October 19, 2007, 10:54:47
I don't want to add a dependency on DevIL. Btw, TGA and DDS are currently in the works... just have to get some compressed test images. Don't bother checking the CVS yet... at the moment the source is a complete mess  ;D
Title: Re: New project using LWJGL
Post by: Evil-Devil on October 19, 2007, 15:27:09
Hehe, i don't need to check the CVS for DDS /TGA loading. My engine allready handle that very well ;)