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Core Features (FXGL 11)
Almas Baimagambetov edited this page May 21, 2021
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- Unified 2D / 3D API
- Desktop (Win, Mac, Linux) + mobile (Android 8+, iOS 11+)
- Asset Management (
.png
,.jpg
,.wav
,.mp3
,.txt
,.json
,.lang
,.properties
,.fxml
,.css
,.ttf/.otf
, custom) - Performance Monitor + Profiling
- Developer Panel
- Developer Console
- DSL (domain specific language, available in Java and Kotlin)
- CVar (globally accessible JavaFX properties)
- Scrollable (Parallax) Background
- Adaptive Resolution (w and w/o Fullscreen)
- Customizable Intro Video / Animation
- Customizable Main Menu / Game Menu
- Application State Machine
- User Profiles (Save/Load/Restore Game Settings)
- Variable framerate game loop
- Cross-platform audio support
- Custom 3D shapes and vertex manipulation API
- JavaFX 16
- Notification System
- Customizable UI elements (Dialogs, Bars, Buttons, etc)
- Customizable Global CSS for menus / UI elements
- 9-slice UI generation
- Narrative dialogue and cutscene system
- Shop and inventory API
- Quick Time Events (QTE)
- Achievement System
- Entity-Component model
- JBox2D integration for rigid body dynamics
- FXGL light-weight physics (BBox + SAT)
- Unified Collision Handling (JBox2D + FXGL physics)
- A* Pathfinding
- Procedural world generation
- SenseAI (hearing)
- Level Parsers (.txt, .tmx Tiled Map Editor Support)
- Particle System
- Key, mouse, controller, touchscreen Bindings
- Bindings management (players can rebind actions in the game)
- Input mocking
- Networking (TCP and UDP)
- 1-1 and 1-n Server-Client Support
- Saving / Loading System
- Cross-platform (desktop + mobile) file system access
- Global / Scoped Event Bus
- FSM (Finite State Machine)
- Animations + interpolators
- IO Task Mechanism (exceptionless functional paradigm)
- Time Management System (in-game time + real time)
- Multithreading / Async Tasks
- Console / File Logging
- Post-render Effects
- Dynamic Texture Manipulation
- Sprite Sheet Animations
- GC-free Object Pooling
- Serialization