| assets | ||
| build/classes | ||
| nbproject | ||
| resources/desktop-deployment | ||
| src/BosmangKapawu | ||
| .gitignore | ||
| build.xml | ||
| bulletjme.dll | ||
| highscores.dat | ||
| LICENSE | ||
| lwjgl64.dll | ||
| MANIFEST.MF | ||
| master-application.jnlp | ||
| OpenAL64.dll | ||
| README.md | ||
BosmangKapawu
My final game project (Project 5) I wrote for one of my last undergrad classes at UMUC (CMSC 325 - Game Design and Development).
The class required us to develop a game on the jMonkeyEngine. Everything in the game is procedurally generarted, with random selection of astorids and planets on the side for some extra visuals to look at. The generation of asteroids is the initial load at the beginning of the game. To get around this processing lag during generation during game play, the game will use chunking to slowly generate astroids off screen. It does this by getting the current framerate, which should be around 60 FPS, and generating an asteroid every fourth frame. It is an arbitrary number that was picked because it seemed to generate enough asteroids without lagging the game. Enemies are placed inline with the players ship to make gameplay more interesting, since they only move up and down.
The jMonkeyEngine quick start guide can be found here, while the IDE can be downloaded from here.



