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Welcome to Ridhvl. The goal of this library is to provide easily accessible shortcuts and templates designed to maximize game development speed. Geared towards jams, Ridhvl adds a series of optional utilities dedicated solely to getting line counts down.
Ridhvl makes use of and thus depends on Lwjgl 2 and slick-util.
As stated above, everything in Ridhvl is optional. This wiki will be divided into multiple segments that describe each utility in depth and provide example code as well as usage conventions. At the end there will be additional examples that illustrate various combinations and functions of said utilities.
An abstract class that manages the timing of an update loop by providing a delta argument to account for frame lag/time since last update. Supports time dilation and keeps track of the total time since start.
An abstract class that provides a framework for combining an HvlTimer instance with background functions and processes used by other Ridhvl utilities. The most basic foundation for creating a complete game powered by Ridhvl.
An arrangement of various static shortcuts for drawing quads, lines and managing rotations.
An abstract class that manages the loading of a defined type of resource and the storage of those resources in an ArrayList. Includes presets for Audio, Textures and ArrayLists of Textures (for use in an animation).
Manages user input (of any type; i.e. keyboard, gamepad, etc.) and the correlation of that input to in-game actions. Designed to be flexible in situations such as control re-binding.
Manages the drawing of sprite-sheet based fonts of any size and layout.
A system for multi-layered level design and camera movement. A level editor (by Adam Krpan)(designed using Ridhvl) capable of creating maps for this system can be found here.
A group of objects that can be used to create module-based menus (similar to Microsoft's Windows Form system). Comes with presets ranging everywhere from arrangement styles to list boxes.
A system for drawing directly to textures (can be useful for resizing and cropping) and managing the implementation of GLSL shaders.
- -OUTDATED- Tenebrous Expanse
- -OUTDATED- Audiovisual Extermination
- -OUTDATED- .saturate
- -OUTDATED- Corrugated Fidelity