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gurella's Introduction

gurella

Wrapper around libGDX and solid basis for merging its addons and contributions under one umbrella (gdx umbrella -> gurella). It features editor (Eclipse plugin) based around scene graph and entity/component system. This project is at a very early stage in development.

##Current features:

  • sprites
  • 3d models
  • skybox
  • lights (directional, point, spot)
  • cameras (ortographic and perspective)
  • bullet rigid body
  • spatial audio source and listener
  • prefabs (create entity and instantiate it)
  • custom components (add custom component by extending SceneNodeComponent class, attach it to scene node and edit its properties in inspector)
  • ...

##Screenshots:

Editor: Editor

Create new component and edit its properties in inspector: ![Create new component and edit its properties in inspector](images/Create new component and edit properties in inspector.png)

Sene graph view Assets view Inspector view Material inspector
![Sene graph view](images/Sene view.png) ![Assets view](images/Assets view.png) ![Inspector view](images/Inspector view.png) ![Material inspector](images/Material inspector.png)

gurella's People

Contributors

danijelz avatar

Stargazers

Anton Sheihman avatar Vladislav avatar Patrick Madden avatar  avatar Chris Dalke avatar miguel avatar Marcus Brummer avatar Luke Frisken avatar Andre Kiste avatar

Watchers

Ioannis Giannakakis avatar Anton Sheihman avatar

gurella's Issues

Drawing vector objects in world space

I'm trying to integrate the vector package with my existing game, and having some difficulty in rendering the vector based objects in world space with my camera.

My existing set up uses a moveable orthographic camera that renders to the screen in our own game world units. So, I can get the projection matrix from that in order to convert between screen and world units.

Then I have a scene graph built with Ashley ECS, and includes a TransformComponent, which lets me access the worldToLocal and localToWorld matrices (I'm using com.badlogic.gdx.math.Affine2).

So, when rendering sprites, I'd normally call spriteBatch.setProjectionMatrix(camera.combined) to set up the sprite batch in world coordinates, and then draw by passing in the worldToLocalMatrix, spriteBatch.draw(textureRegion, width, height, localToWorldMatrix).

And ideas on how I would set the projection matrix of the canvas and apply the localToWorldMatrix when drawing?

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