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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  Smile

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.