-Composition engine
-An API that is used to quickly be able to do things such as translate an image to a certain location, scale the image, rotate it, etc. The sky is the limit for what this will be able to do, but it is still in the planning stages.
-Timing framework
-Nothing done for this yet, just that there needs to be a timing framework that will work in a multithreaded environment
-Server/Client framework
-Nothing done for this yet. Basic idea is that there needs to be a "server" that a client will communicate with, even in a single-player environment, which will be easily extendable into a multiplayer environment.
-Collision engines
-There will be at least a Quadtree and Octree implementation created. No coding/planning done for this yet.
-Culling engines
-These will probably use the Quadtree and Octree implementations to cull out things that are offscreen so they will not waste power drawing them when it is not necessary to do so.
-SecurityManager implementation
-No work done on this yet. This will be created to help keep the engine secure, especially if there is to be a multiplayer server.
-ClassLoader implementation
-This will be used to optionally allow .class files to be encrypted, and it will be able to decrypt them if someone wishes to have secure source code.
-Generic Window interface
-This will be used to allow for detection of capabilities on a computer (or just allow the developer to develop in either Java or OpenGL) and not have the rest of the engine care. The different Window implementations will be constructed based on global flags that are either set by the developer or by detection algorithms in place in the engine (largely for GL through GL4 detection)
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-Composition engine
-An API that is used to quickly be able to do things such as translate an image to a certain location, scale the image, rotate it, etc. The sky is the limit for what this will be able to do, but it is still in the planning stages.
-Timing framework
-Nothing done for this yet, just that there needs to be a timing framework that will work in a multithreaded environment
-Server/Client framework
-Nothing done for this yet. Basic idea is that there needs to be a "server" that a client will communicate with, even in a single-player environment, which will be easily extendable into a multiplayer environment.
-Collision engines
-There will be at least a Quadtree and Octree implementation created. No coding/planning done for this yet.
-Culling engines
-These will probably use the Quadtree and Octree implementations to cull out things that are offscreen so they will not waste power drawing them when it is not necessary to do so.
-SecurityManager implementation
-No work done on this yet. This will be created to help keep the engine secure, especially if there is to be a multiplayer server.
-ClassLoader implementation
-This will be used to optionally allow .class files to be encrypted, and it will be able to decrypt them if someone wishes to have secure source code.
-Generic Window interface
-This will be used to allow for detection of capabilities on a computer (or just allow the developer to develop in either Java or OpenGL) and not have the rest of the engine care. The different Window implementations will be constructed based on global flags that are either set by the developer or by detection algorithms in place in the engine (largely for GL through GL4 detection)