I’m actually learning LWJGL at the moment and I think it’s great
Correct me if I’m wrong but the only thing you can’t do in JavaFX that you can do in LibGDX or LWGL is use shaders. If you are not using shaders the only reason to prefer LibGDX or LWGL is for significantly better performance. So the specific problems this project faces are not reasons to change from JavaFX.
Yeah, you’re right, and that actually makes all the difference in the world. JavaFX is meant for modern GUI applications while LWJGL and LibGDX are built for game development. Sure, you can make simple games in JavaFX with really simple graphics, but it’s not at all suited for game development on this scale. If you only want to use JavaFX for the game GUI, then that’s fine. But the core graphics of the game should not be created and rendered using JavaFX. Believe me, it seemed like a good idea to me at first, but it’s more inconvenient than you think. LWJGL offers more control over every element of the game, even the GUI, and it’s not all about pop-up windows and alert boxes and stuff.
@ags1 you are right, i just mentioned LibGDX, as ShadedVertex encountered some problems with JavaFX. As i don’t know JavaFX (yet), i couldn’t tell if the problem was only related to his design or related to JavaFX.
@ShadedVertex JavaFX might not be made for complex games, but i guess it stil could be used for them. The JavaFX part would only be the visual part. And as long as you can render Textures you can do more or less everything you need with JavaFX. The drawbacks might be, as ags1 said, the performance and the shaders, which you can’t use. But the rest should be posible with JavaFX (and i guess even with Swing :D).
Just to be clear, I am referring to the 2D and 3D graphics APIs offered by JavaFX, not to the JavaFX GUI widgets.
http://docs.oracle.com/javafx/2/canvas/jfxpub-canvas.htm
https://docs.oracle.com/javase/8/javafx/graphics-tutorial/javafx-3d-graphics.htm
With the exception of shader-based effects you can make pretty much any visual representation you like with the above. The APIs are not low-level, so you do not have access to low-level optimizations, but aside from that JavaFX provides functionally complete rendering APIs.
Ah, I see what you mean. Yeah, you can think of it that way. But it does limit you to a certain extent, I guess. I’ll try my best to get the game working, but right now I’m focusing on learning LWJGL. I want to take my knowledge a step further and this game is a little huge (not as huge as Vangard, definitely, but it will take quite some time). I might consider releasing the text-based version of the game (which is equally as fun as the card version, believe me).
Yippee! I added buying/selling and eating features. They all work fairly well
I’ve cleaned up buying and selling. I’ve finished up the shops. I’m mostly done with the user card. There are no jobs, though, but adding jobs is definitely top on my priority/to-do list. Multiplayer support has been added, but right now it’s buggy as heck, because I haven’t done debugging at all. It might work, it might not. In other words, we’re almost ready for a little tech-demo!
I’ve added a chat box and I’ve improved multiplayer. Time to actually test multiplayer
Multiplayer works, but I’m trying to squash the networking bugs. I’m also working on housing and the creation of shops by players.
EDIT: Players can create their own shops now!
EDIT: As well as their own houses!
UPDATE UPDATE UPDATE BREAKING NEWS: This project isn’t dead, don’t worry!