New Java2D Game Engine

Hi,

I’m creating a new Java2D game engine called eEngine (http://eengine.emedia-solutions-wolf.de).
I started this project after evaluating GTGE. The reason was that I don’t like the design of GTGE even if it’s a great engine.
eEngine is designed as a Core package defining the API and numerous default implementation packages for RenderDevices, SceneManagement, Resource Management, etc. These implementations are plugable and could be customied or replaced for any needs without breaking the API or needing ‘Core Hacks’.
eEngine is free and released under a BSD style license. The source is currently available in our subversion repository.

Currently I’m near to a 0.1.0 realease, but there is already an early access release (0.0.1) missing many features and lacks API stability.
Please comment and give me your ideas to extend this project.

Thanks

I’ve released a new version (beta 0.2.0) with many new features. Have a look at http://eengine.emedia-solutions-wolf.de on interest. :slight_smile:

[quote]The reason was that I don’t like the design of GTGE even if it’s a great engine.
[/quote]
May I know why you said that??

Sorry for the late answer. I don’t read this forum continuously.
I found GTGE somewhat unintuitive. I’ve work former on Ogre3d and NeoEngine (both are C++ 3d engines) and felt very close to a generic scene graph (directed graph). Also I don’t felt to be able to replace certain parts of GTGE with my own code, because of the internal creation of the objects without a factory or creation of objects in my own code and place it inside the engine. E.g. my own render device implementation, or some sort of my own scene graph, or…
I really like the IoC pattern (ok, I don’t get that as base on eengine but it’s in the change to have complete IoC somewhen) where I can plug just everything via a descriptor file. Much like in the SpringFramework. :slight_smile: