Has anyone had good experiences using any frameworks/view controllers with LWJGL to control game views? I have duplicated several of the example programs that use the static 'Display' object but I am thinking I should maybe work with some type of canvas object and use a framework. Or perhaps just use multiple buffers for different screens/menus and stick them onto Display, possibly using some framework. Have I said the word framework enough? The problem is I haven't really seen a good example of a game that might have submenus, and/or a desire to keep a 'paused' grayed out copy of the game screen in the background while drawing a menu on top with event catching buttons or, you know, stuff like that that starts turning simple gui app examples into long event listener classes with way too many conditional statements. Anyone know what I mean? I don't know anything about this stuff so I can just make up some terms, something that would keep up with a 'game state', which might indicate what menu/screen/display/canvas or whatnot to use. And possibly a 'display stack' to do what I mentioned above when the game is paused and I want a menu to come up. Then maybe a settings submenu can be selected with it's own controls/listener. Or maybe I'm just off base all together. I can always write my own.
Thanks,
BBB
... wow... Might I suggest some new-lines for future reference to aid readability. :P
What you are describing is some of the work the game engine needs to do. I would suggest looking at an existing game engine and using that (JMonkey engine, etc.) if you don't want to write a full game engine from scratch.
The game engine is, I think, what you are describing as a "framework".
... wow... Might I suggest some paragraphs for future reference to aid readability. :P
j/k
Thanks. I will check out the monkey. I come from the land of java web application development with model view controllers to organize app navigation and was wondering if someone had come up with such a pattern for lwjgl dev. Challenge accepted!