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lynxjs's Introduction

LynxJS

LynxJS is a game engine created with the goal of providing the best experience for the developer possible. We will be using a WebGL renderer with a canvas fallback. At the moment only 2D is supported but we plan to offer a 3D bundle in the future.

Contributing

LynxJS is currently in development and not meant to be used by anyone other than core developers. However, if you are interested in contributing to the core we'd love to have your submissions!

Getting started

Simply clone the git repository to your local machine. We use node, grunt and npm to simplify our process. Once you have those installed, run the following command in the main LynxJS folder:

npm install

Once npm is finished installing our packages, run

grunt

And you're good to go! Point your browser to http://localhost:8840 to begin development!

Contributing Code

To contribute code, simply create a pull request or let us know on twitter that you have a patch. We'll review it and let you know if it makes it in!

Tracker

A public tracker is available to see what developers are working on.

Developers

lynxjs's People

Contributors

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lynxjs's Issues

Animated Texture Support

An array of textures or images should be able to be passed to the object's texture object and the animator will decide which to use for each frame.

Code Cleanup & Online Documentation

The code should be reviewed and cleaned up as necessary. Additionally, the online documentation and getting started guide should be posted.

Spritesheet Support

I should be able to load a spritesheet and an associated JSON object with sprite coordinates and Lynx should turn it into a texture and map the correct coordinates for each frame

Add Lynx.Entity

Entities should extend Lynx.Object and contain canvas objects, Have a link to the parent layer and have a bounding box (rectangle of size of image or object by default).

QuadCanvas rework

QuadCanvas has been added to the source. However, the current implementation is too large to be considered production ready. The main issue is that we cannot simply extend a quadtree, since the split method would require a new Lynx.QuadCanvas rather than Lynx.Quadtree for its nodes.

This should be redone. The only idea I have at the moment is making all private variables properties and then modifying the split method of the extended Quadtree object, though I don't like the idea of giving direct access to the nodes, objects and limits.

Add Lynx.Map

A Lynx Map is a rectangle the viewport can navigate around. A Map has a camera view and can have multiple cameras that can be switched between.

Collision Component

There should be at least one collision detection component included in the source

LynxJS Rewrite

It's been ages since my last commit and in this time I've learned quite a bit about Javascript, best practices and working with teams. A rewrite is necessary for the new face of Lynx!

Add WebGL Support

Canvas is fine and dandy for what we're doing now but eventually we'll need WebGL Support

Transformations

Basic transformation methods should be attached to each canvas element:

  • Rotate
  • Translate/Move
  • Flip
  • Scale

Texture Manager

Textures should be managed for WebGL to make sure we conserve memory and not duplicate textures.

Add Lynx.Scene

A scene is a combination of layers and objects all placed on a Lynx.Map.

Add Sprite/Texture Support

A game engine is useless if we can't easily render sprites! Time to add in texture/image support to Lynx.Renderer

Add Lynx.Layer

A Layer is a graphic component, separating canvases on the Z axis. Objects on Layers should only collide with objects on the same layer by default but can be manipulated to interact with objects on other layers if specified.

Add QuadCanvas

A QuadCanvas is like a quadtree, dividing objects into 4 separate quadrants, each having their own "requiresUpdate" field to help boost performance with less calls to Draw();

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