{"author_name":"AngelDE98","cat":"LD #23","comments":[],"epoch":1334755920,"likes":0,"metadata":{"p_key":"59248","p_author":"AngelDE98","p_authorkey":"11776","p_urlkey":"94997","p_title":"PRE-Commit update Nr.1 : Base Code for GFX and INPUT Engine","p_cat":"LD #23","p_event":"LD23","p_time":"1334755920","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"11776","us_name":"AngelDE98","us_username":"angelde98","event_start":"1334880000","event_key":"10","event_name":"LD23"},"text":"<p>After some rethinking I just tought : Why not reinvent the Engine I am working at as an Game Engine , not as an Menu \/ UI only engine ? So IGM2 Engine was born .<\/p>\n <p>InGameMenu2 , name of an Project I am working on for my Minecraft Launcher , has an nasty engine &#8221; on base &#8221; \/ inspired by Catacomb Snatch ( Another game ) . IGM2 Engine is it&#8217;s engine only : Menus , Graphics , Input . I will play around it to get some sin cos drawing per tick and then finally remove unneeded , maybe even not allowed resources ( Paid fonts ) . Then I will publish it .<\/p>\n <p>Screenshot of an &#8221; PS3 like Background &#8221; simulated with it comes soon , done one on my calc per simple sin cos transforms . Still not realistic but maybe on the PC more realistic for testing .<\/p>\n <p>Sound : As said , gonna use paulscode . Dunno if got to add or not to add to the Code Base but may add it .<\/p>\n <p>Edit : *facepalm* must do the LWJGL , JInput and also paulscode binding ASAP .<\/p>\n <p>&nbsp;<\/p>","time":"April 18th, 2012 8:32 am","title":"PRE-Commit update Nr.1 : Base Code for GFX and INPUT Engine"}