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Development : Mallet Engine

July 19, 2012

Over the past few months I have been writing a new game-engine in Java. It ‘s cross-platform and also supports Android devices. I have written a mixture of small one-off games with it and have even released a title on the Android market. It is still in heavy development but is completely usable in its current state.

The engine is built on the assumption that sooner or later the Developer will want to replace or modify something at a low-level. To either improve performance, add-in a new feature, or support a custom platform. For example, Mallet currently supports three rendering systems based on: JOGL, Graphics2D, and Androids Drawable. You can swap between these renderers and your game will not be affected. It could visually look different, for instance, the DRAWLINE request could not be available in the Android Renderer.

My current game-project takes advantage of this functionality by using the Graphics2D render for the Level Editor, and the JOGL based Renderer for the actual game. Using the Graphics2D renderer allows me to quickly prototype and add in additional Editor specific features with ease. I could do the same with the OpenGL renderer, however, it wouldn’t be as quickly developed.

Over the next few weeks I plan on writing about each of the different Mallet Engine systems. This is more for my own benefit as it keeps it fresh in my mind and ensures that any  modifications don’t get forgotten about. I’ll also want to discuss more on my game-project but we’ll talk about that another time. 😉


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