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.
The aim of this post is to put my new thoughts on the improvement of SilenceEngine, a 2D/3D game engine. Initially SilenceEngine has been written with LWJGL3 in mind, and I’m happy to say that it is the first game engine that is using LWJGL3 for the low level bindings, like GLFW, OpenGL, OpenAL, JEmalloc, STB etc., But due to that, SilenceEngine has been limited to a single platform, that is the desktop.