PulpCore vision and goalKeep it simple - Make PulpCore a really great boilerplate, not a kitchen sink. About version numbersVersion numbers are in the form major.minor.revision. The minor version is incremented whenever there is a large enough change internally or to the API. For example, version 0.10 removed Java 1.1 support from version 0.9. A new revision is released, on average, once or twice a month. Plans for 0.11- Property bindings Done!
- Rendering onto translucent surfaces Done!
- Make Scene2D and Group thread-safe Done!
- Refactor to allow ProGuard to remove unused blend modes Done!
- Color refactoring, including a Color property Done!
- Sprites know their parent Group (fixes a few bugs, allows for some new features) Done!
- Automatic SVG to PNG conversion in the asset pipeline Done!
- Groups with a back-buffer Done!
- Sprite intersection tests, including pixel-level Done!
- Maybe: scroll pane UI component Done!
- Nine-Patch stretchable image Done!
- pulpcore.js - allow multiple applets per page Done!
- Realtime image filters (Coming in 0.11.5)
- Maybe: More blend modes
- More documentation
- Receive ideas and feedback from the community.
Plans for 0.12- Require Java 5 as the minimum, and use Java 5 language features.
- Refactor to allow immutable images (currently all images are mutable).
- Maybe: New platform: Android SDK.
- Maybe: Provide easy, unified way to theme Buttons, checkbox Buttons, TextFields, Sliders, and ScrollPanes.
- Maybe: font kerning (waiting for Apple's Java 6 to support kerning).
- Maybe: multi-resolution sprites (mip-mapping).
- Maybe: Maven2 support
- Maybe: More image filters that didn't make it into 0.11 (ideas: blur, motion blur, radial blur, glow, drop shadow, hue adjust, gamma adjust, contrast adjust, inverse, etc.)
Someday/MaybeTowards 1.0One of the goals of PulpCore is to have an identical programming model for different platform targets. Thus no code changes would be required for an Applet version, a Desktop version, and a Mobile version. Currently only the Applet platform exists - PulpCore will considered a candidate for 1.0 when at least two platform targets exist.
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JOGL has a great advantage over LWJGL: it doesn't need to sign the jar file for applets!
I was very impressived by the 140 fps performance at bubblemark. And the program size is very small,download fast. I haven't kown well about the detail techs but is it a new competitor against flash and silverlight. Hope you do the best.
I just discovered this project by coincidence (when looking af JavaFx? performance - bubblemark). I'm thrilled, this looks marvelous. Best of luck, and please keep up the cool work!
amazing
Ok, Iam currently programming multiplayer game platform based on NIO and pulpcore, but i`ve found some widgets lack. Here`s what i would see in next version: JList-like component, with abilities to draw sprites (context menu isnt needed :)) and scroll JTextArea-like component, with scroll and autoscroll on data appending
It is needed to simulate chat. Without that i need to use one plain applet and one pulpcore assisted applet to achive my score :)
I wait for WebStart?/Desktop support. Please, don't stop working on PulpCore?!:)
Get the Android development going soon so PulpCore? can be a major part of games created for it. TMobile will have the first "gPhone" before XMas this year. The thought of being able to take what we know about game development with PulpCore? and create games for that phone and many more to come is exciting!
As far as the image filters (in your Someday/Maybe section), would you consider just integrating the JH Labs filters.jar? It's what Sun's Project Scenegraph uses under the hood:
http://www.jhlabs.com/ip/filters/index.html
It's wonderful api. Simple , easy and powerful.