Author Topic: Project Youmu - Yet Another Danmaku Engine  (Read 2581 times)

Uruwi

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Project Youmu - Yet Another Danmaku Engine
« on: February 18, 2015, 09:44:31 PM »
The GitHub repository.

I've been thinking of taking advantage of Scala's stronger type system, its cutting-edge (or at least useful) features, and the rich ecosystem of both Java and Scala libraries to increase productivity in scripting danmaku games. In addition, this engine will, of course, be cross-platform and keep Unicode in mind from the beginning; it will support hashes and avoid Shlemiel the Painter algorithms.
Keep note that there's no guarantee of finishing; however, contributions from others will probably increase the probability. The main difficulties are:

  • Getting SBT 0.13 to cooperate with LWJGL 3
  • Writing resource loaders since slick-util isn't compatible with LWJGL 3
  • Making sure everything runs reasonably quickly

I've already sorted out the coroutine matters. They should be usable and compile without errors.

P. S. if you can program in Scala and would like to help, then please do so.
« Last Edit: February 18, 2015, 10:21:22 PM by Fluffy8x »
foo = foldl $ flip ($)
Highest difficulty 1CCed for each game, by shot type in the original order. (-: never 1CCed on any difficulty, or never used; E: easy, N: normal, H: hard, L / U: lunatic / unreal.)
EoSD [NNNE] PCB [EE--N-] IN [NEEE + Ex Border] PoFV [Mystia N, Mystia E no charge] MoF [EN--H- + Ex Marisa B] SA [N-----] UFO [----EN] TD [NENE] DDC [EE-EHE + Ex Marisa B & Sakuya A] LoLK [PD --N- Legacy ---N] EE [N- + Ex Yabusame] EMS [N-- + Ex Yabusame] RMI [NHN + Ex YaoSuku]
Avelantis (demo) Easy YuukiB 426,077,200

Uruwi

  • Nightmare of Torrential Precipitation
  • 478 million goober
Re: Project Youmu - Yet Another Danmaku Engine
« Reply #1 on: March 24, 2015, 07:50:13 AM »
I've done some work, and I'm getting somewhere.

Also looking for anyone who will let me use his or her decently well developed shotsheet. The only change I will have to make is rotating the entire image 90 degrees clockwise.
foo = foldl $ flip ($)
Highest difficulty 1CCed for each game, by shot type in the original order. (-: never 1CCed on any difficulty, or never used; E: easy, N: normal, H: hard, L / U: lunatic / unreal.)
EoSD [NNNE] PCB [EE--N-] IN [NEEE + Ex Border] PoFV [Mystia N, Mystia E no charge] MoF [EN--H- + Ex Marisa B] SA [N-----] UFO [----EN] TD [NENE] DDC [EE-EHE + Ex Marisa B & Sakuya A] LoLK [PD --N- Legacy ---N] EE [N- + Ex Yabusame] EMS [N-- + Ex Yabusame] RMI [NHN + Ex YaoSuku]
Avelantis (demo) Easy YuukiB 426,077,200

Uruwi

  • Nightmare of Torrential Precipitation
  • 478 million goober
Re: Project Youmu - Yet Another Danmaku Engine
« Reply #2 on: August 22, 2015, 08:29:26 PM »
Project Youmu has been revived, but I still didn't manage to draw a triangle. For ZUN's sake, a triangle.

Right now I am looking for people who can help me with the OpenGL. Credit will be given when due.

Edit: got a triangle to display when using the fixed pipeline.
Still none with the programmable pipeline.
« Last Edit: August 23, 2015, 01:55:11 AM by Fluffy8x »
foo = foldl $ flip ($)
Highest difficulty 1CCed for each game, by shot type in the original order. (-: never 1CCed on any difficulty, or never used; E: easy, N: normal, H: hard, L / U: lunatic / unreal.)
EoSD [NNNE] PCB [EE--N-] IN [NEEE + Ex Border] PoFV [Mystia N, Mystia E no charge] MoF [EN--H- + Ex Marisa B] SA [N-----] UFO [----EN] TD [NENE] DDC [EE-EHE + Ex Marisa B & Sakuya A] LoLK [PD --N- Legacy ---N] EE [N- + Ex Yabusame] EMS [N-- + Ex Yabusame] RMI [NHN + Ex YaoSuku]
Avelantis (demo) Easy YuukiB 426,077,200