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README.md

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Overview

Anarchy Engine is a java-based game engine. It's designed to aid in the creation of video games primarily with the intent to be multiplayer. It uses OpenGL for rendering and lua for high-level scripting. Games can be made with the editor or in your favoriate java-IDE directly.

For support, see: http://manta.games/

Required Libraries

Gradle setup

After clone, run git submodule update --init to initialize submodules.

Screenshots

bouncy pong editor1 editor2 pbr

Setup (Using Java directly)

  1. Ensure the proper libraries are downloaded, and include them in your projects build path. Include the source to this project as well, or export it to a library.
  2. Sample hello world:
package test;

import org.lwjgl.glfw.GLFW;

import engine.Game;
import engine.application.impl.ClientApplication;
import engine.lua.type.data.Color3;
import engine.lua.type.data.Vector3;
import engine.lua.type.object.insts.Camera;
import engine.lua.type.object.insts.GameObject;
import engine.lua.type.object.insts.Material;
import engine.lua.type.object.insts.Mesh;
import engine.lua.type.object.insts.PointLight;
import engine.lua.type.object.insts.Prefab;

public class HelloWorld extends ClientApplication {
	
	@Override
	public void loadScene(String[] args) {
		
		// Set ambient
		Game.lighting().setAmbient(Color3.newInstance(64, 64, 64));
		
		// Make a sphere
		Mesh mesh = Game.assets().newMesh();
		mesh.teapot(1);
		
		// Base material
		Material material = Game.assets().newMaterial();
		material.setRoughness(0.3f);
		material.setMetalness(0.1f);
		material.setReflective(0.1f);
		material.setColor(Color3.red());
		
		// Create prefab
		Prefab p = Game.assets().newPrefab();
		p.setName("Prefab0");
		p.addModel(mesh, material);
		
		// Create game object in the world with prefab
		GameObject obj = new GameObject();
		obj.setPrefab(p);
		obj.setParent(Game.workspace());
		
		// Add lights
		{
			int close = 8;
			int r = 48;
			int b = 10;
			int xx = 8;
			PointLight l1 = new PointLight();
			l1.setPosition(-xx, close, xx);
			l1.setRadius(r);
			l1.setIntensity(b);
			l1.setParent(Game.workspace());
			
			PointLight l2 = new PointLight();
			l2.setPosition(xx, close, xx);
			l2.setRadius(r);
			l2.setIntensity(b);
			l2.setParent(Game.workspace());
			
			PointLight l3 = new PointLight();
			l3.setPosition(-xx, close, -xx);
			l3.setRadius(r);
			l3.setIntensity(b);
			l3.setParent(Game.workspace());
			
			PointLight l4 = new PointLight();
			l4.setPosition(xx, close, -xx);
			l4.setRadius(r);
			l4.setIntensity(b);
			l4.setParent(Game.workspace());
			
			PointLight l5 = new PointLight();
			l5.setPosition(xx, -close*2, -xx);
			l5.setRadius(r);
			l5.setIntensity(b/2);
			l5.setParent(Game.workspace());
		}
		
		// Camera controller new
		Game.runService().renderSteppedEvent().connect( (params) -> {
			double delta = params[0].todouble();
			final float CAMERA_DIST = 2;
			final float CAMERA_PITCH = 0.25f;
			
			// Get turn direction
			int d = 0;
			if ( Game.userInputService().isKeyDown(GLFW.GLFW_KEY_E) )
				d++;
			if ( Game.userInputService().isKeyDown(GLFW.GLFW_KEY_Q) )
				d--;
			
			// Get the camera
			Camera camera = Game.workspace().getCurrentCamera();
			
			// Compute new rotation
			float yaw = camera.getYaw();
			yaw += d * delta;
			
			// Update the camera
			camera.orbit( Vector3.zero(), CAMERA_DIST, yaw, CAMERA_PITCH );
			
		});
	}
	
	public static void main(String[] args) {
		launch(args);
	}
}