This repository contains the Pixel Framework and associated modules/dependencies.
The Pixel Framework aims to provide a high performance and lightweight OpenGL 2D game development workflow. It is influenced by the popular XNA framework and is built on top of the LWJGL and GLFW projects.
📖 For practical details on how to use this framework, please check the wiki page.
Pixel is designed to be modular and easy to extend. Check here for more details on how to use the available extensions (or how to create your own).
Check the 📁 demos folder for examples.
public class SingleSpriteDemo extends GameWindow {
private Camera2D gameCamera;
private ContentManager content;
private SpriteBatch spriteBatch;
private Texture spriteTex;
public SingleSpriteDemo(GameWindowSettings settings) {
super(settings);
}
@Override
public void load() {
// load up of resources and game utilities:
content = ServiceProvider.create(ContentManager.class);
spriteBatch = ServiceProvider.create(SpriteBatch.class);
gameCamera = new Camera2D(this);
// example of loading a texture into memory:
spriteTex = content.load("<texture_path>", Texture.class);
// ... or with the built-in 'texture' method: content.loadTexture(...)
}
@Override
public void update(DeltaTime delta) {
// game update logic goes here
}
@Override
public void draw(DeltaTime delta) {
// begin the spritebatch phase:
spriteBatch.begin(gameCamera.getViewMatrix(), BlendMode.NORMAL_BLEND);
// sprite draw/put for this drawing phase:
spriteBatch.draw(spriteTex, Vector2.ZERO, Color.WHITE);
// end and draw all sprites stored:
spriteBatch.end();
}
@Override
public void dispose() {
content.dispose();
spriteBatch.dispose();
super.dispose();
}
}
Looking for ECS support? Check this built-in extension!
The framework functionality is divided into multiple modules which can be imported individually as required.
.build/ # Bundle .jar files (run 'bundle' gradle task)
.demos/ # Feature showroom and learning examples
.extensions/ # Extensions for the framework (optional)
├── ext-ecs # Entity component system extension
├── ext-ecs-extra # ECS utility components
├── ext-log4j2 # Log4j2 extension
└── ext-tween # Tween extension
.modules/ # The principal modules of the framework
├── commons # Common utility classes
├── content # Common Content classes (Texture, Font, Audio, ...)
├── core # Core module (GameContainer, GameSettings, Camera2D, ...)
├── graphics # Graphics API module
├── math # Math module (Vector, Matrix, ...)
└── pipeline # Generic Pipeline processing module
.platform/
├── android # Android platform implementation (OpenGL ES)
└── desktop # Desktop platform implementation (LWJGL3)
.resources/
└── images # Project resource images
.build.gradle # Gradle build file
.settings.gradle # Gradle settings file
.modules/
└── *module* # Presented file structure similar in all modules
├── build # Module build directory
│ ├── docs # Generated documentation files (run 'javadoc' gradle task)
│ └── libs # Generated .jar files (run 'jar' gradle task)
├── src # Module Source folder
│ ├── main # Module Main Source classes
│ └── test # Module Test Source classes
└── build.gradle # Module Gradle build file (contains inner dependency definitions)
- Java/JDK 17.x+
- (All Runtime requirements)
- Gradle 8.x+ (gradle wrapper available)
Pretty much the same as the LWJGL dependency, which includes:
- Windows (x86, x64, arm64)
- MacOS (x64, arm64)
- Linux (x86, x64, arm64, arm32)
Requires OpenGL 3.3+ support.
- I'm unable to run Pixel on MacOS due to system error.
- Add
-XstartOnFirstThread
as a java VM Option before running your project.
- Add
- Is Pixel compatible with Kotlin?
- Yes, Pixel is fully compatible with Kotlin. Check this demo for an example.
- Is Pixel available as a Maven dependency?
- Yes, Pixel is available as a public Maven dependency. Click here for more details on how to import using Maven or Gradle.
- Is Pixel free?
- Yes, Pixel is completely free to use and distribute as an application dependency.
- It's a bug or a feature request? Please open an issue.
- Repo owner or moderator.