Posts tagged with 'SilenceEngine'

The aim of this post is to explain how SilenceEngine works across platforms, and also to explain the life cycle of the game. Right now, SilenceEngine can work officially on Windows, Mac, Linux and HTML5. Unofficially it works on Android (work is in progress, only audio device is not available there). To make it work everywhere, SilenceEngine is designed in two parts — the engine and it’s runtime. The engine is just a collection of game related classes, where as there is a separate runtime for every platform. Let’s talk about the runtimes in this post.

Recently I’ve been thinking on how to make SilenceEngine more awesome by writing a new API and as well as multiple backends, and today I’m presenting you the ideas I’m having regarding the shaders, an important part in programming graphics.

Previously I have written about my thoughts on the SilenceEngine and how it can be improved, and covered the areas of graphics, audio and core. Now it’s time to implement a new thing which is not yet implemented in the original implementation, the entities.

Previously I have written my thoughts on the core and the graphics API of the upcoming rewrite of SilenceEngine, and now in this post, I’ll talk about my thoughts on the audio API. As an OpenAL implementer (I’m implementing OpenAL for the GWT, which SilenceEngine uses in it’s HTML5 build) I can say that OpenAL by itself is pretty simple and clear enough from the specification, and has a lot of features that are more than enough for 99% of the games. But still, it’s static API might be confusing to newbies, so we provide an object oriented wrapper for...

A few days before, I have written a post titled New thoughts on SilenceEngine explaining how I’m going to re-implement SilenceEngine as a multi backend cross platform engine, and shared my thoughts on the new up coming core architecture of the engine. In this post, I will be sharing about how the new graphics are being handled.

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