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Butter Engine is a game engine made in LWJGL and uses it's subset libraries for various tasks. What originally started out as a simple rendering library to make the use of LWJGL easier is now becoming a fully fledged engine with easier end user development.

Home Page: https://joshuafhiggins.github.io/categories/butterengine/

License: MIT License

GLSL 1.26% Java 98.74%
lwjgl3 lwjgl lwjgl-engine javagameengine modding gameengine

butterengine-java's Introduction

Butter Engine

Butter Engine is a game engine made in LWJGL and uses its subset libraries for various tasks. What originally started out as a simple rendering library to make the use of LWJGL easier is now becoming a fully fledged engine with easier end user development.

TODO for a first release:

Rendering

  • Implement OpenGL 3.3
  • Shader Support
  • Mesh System
  • Separate Entity Rendering from World Rendering
  • Model/Animation Loading
  • Multi-Texture Support/Materials
  • Transparency
  • Phong or PBR Lighting Model
  • Dynamic Lights
  • Baked Lighting

UI

  • Implement Nuklear
  • Support On-Screen UIs and Menus
  • Input Switching

Physics

  • Implement PhysX-JNI
  • Math Compatibility
  • Physics Model Loading

Worlds

  • Implement Ashley
  • Entity Creation
  • Logic Creation
  • Import Hammer Maps
  • Support Hammer Entities

Audio

  • Implement OpenAL
  • Spacial Audio
  • Any-Sound Playback
  • Volume Control

Proper Modding Support

  • Event Systems
  • Documentation
  • Mod Loading/Unloading
  • Editor UI with ImGUI (Should be own section)

Base Engine

  • Free Camera
  • Source Engine Movement Controller

Advanced Features (way after first stable release)

Networking

  • Implement Netty
  • UDP & Reliable UDP
  • Remote Function Calling
  • Networked Source Engine Movement Controller

Rendering

  • Deferred Rendering
  • Raytracing
  • OpenGL 4.4 Support
  • Vulkan Support

Audio

  • Steam Audio

Butter Engine is under the MIT License, check the license for more details. The libraries Butter Engine uses fall under their own respective licenses.

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