Tilengine on Java - Printable Version +- Tilengine - The 2D retro graphics engine forum (http://tilengine.org/forum) +-- Forum: English forums (http://tilengine.org/forum/forumdisplay.php?fid=3) +--- Forum: Support (http://tilengine.org/forum/forumdisplay.php?fid=7) +--- Thread: Tilengine on Java (/showthread.php?tid=952) |
RE: Tilengine on Java - System64 - 12-15-2020 yeah it complains because gcc compiled a buggy dll, but it works fine now. I'll change the readme.md to indicate people to use tcc on Windows, update the dates on the licenses, commit and do a first pull request. RE: Tilengine on Java - megamarc - 12-15-2020 I've accepted your pull request as a "draft", that I must review. Thanks! I guess you'll recieve a notification when the merge is done RE: Tilengine on Java - System64 - 12-15-2020 You're welcome! If there are issues, don't hesitate to tell which ones you have encountered! RE: Tilengine on Java - System64 - 12-21-2020 Thank you for accepting my pull request There are still things I need to update, so I'll do another one soon RE: Tilengine on Java - megamarc - 12-21-2020 Great :-) I've done another push with some more modifications after yours, if you want to continue from there, then you should sync again RE: Tilengine on Java - System64 - 12-21-2020 Alright! RE: Tilengine on Java - System64 - 12-30-2020 It's not related directly with Java, but I want to avoid hardcoding certain things, especially raster effects Can I use a scripting language likes LUA for that kind of tasks and keeps the main program in Java (or another language)? RE: Tilengine on Java - megamarc - 12-30-2020 Hi, Last year I released a modified tilengine version with Lua support. It's quite different than the other bindings, because this version is designed to act as a retroarch emulation core plugin, with the game itself written in Lua at the end. To have a rough idea: Classic binding load chain: Java game -> TilengineJNI.dll -> Tilengine.dll Tilengine_libretro with Lua load chain: RetroArch -> Tilengine_libretro.dll -> Game in Lua Here's the project: https://github.com/megamarc/Tilengine/tree/libretro Basic example in Lua: https://github.com/megamarc/Tilengine/blob/libretro/lua_game/game.lua To use two different languages, you have to look for specific way (it may not be possible at all) for those languages. For Java + Lua you can check this forum thread: https://stackoverflow.com/questions/2113432/how-can-i-embed-lua-in-java RE: Tilengine on Java - System64 - 12-30-2020 Seems LUA is better with C language, someone recommends to use Groovy, jruby or jython again, I don't know if I can interact with the game directly for graphics effects Otherwise I have 2 more ideas : - I can use game objects to define which effects is used : that still needs Hardcoding but still better than nothing - I can use a classloader that loads a compiled class with a static method inside : More complex but more flexible RE: Tilengine on Java - megamarc - 12-31-2020 Whichever method you choose will be ok However, a little advice for this early stage of evaluation and prototype testing. Don't over-engineer it. I mean, don't create a surrounding infrastructure that is more complex than the functionality you try to accomplish. Adhere to the KISS principle: Keep It Short and Simple. |