log4meowcat

PiOrbit – Devlog 1 [10/2/26]

The basic menu has been written (Lemur Glass), and it looks “ok”.

The background will render pi going upwards, and have some music (midi files).

The plan is to have everything be drawn on the spot. No 3D models. This reduces game size and load time, but it increases SLOC by 500%. And the LLOC is going to be through the roof.

For example to, to draw a basic cube in jME (Java):

  @Override
    public void simpleInitApp() {
        Box b = new Box(1, 1, 1); // create cube shape
        Geometry geom = new Geometry("Box", b);  
        Material mat = new Material(assetManager,
          "Common/MatDefs/Misc/Unshaded.j3md");  // create a simple material
        mat.setColor("Color", ColorRGBA.Blue);   // set color of material to blue
        geom.setMaterial(mat);                   // set the cube's material
        rootNode.attachChild(geom);           
    }

Now assume this on a massive scale. That’s a lot of LLOC.

Currently, pressing “Start Game!” just prints a test line into the console. Quit works. Settings causes a crash.



Originally, I was going to use LibGDX for the engine. Working with LibGDX in 3 axis is hard, and jME is designed for it. They are both code-first, as there are almost no Java/JVM UI-based game engines (Godot Kotlin is the only one). While jME has a NetBeans based SDK, it isn’t very good. Not after using Inteiij IDEA for a while, anyway.

On another note, this is a cool flame in jME:

meowcat767

not a data type

i should be a data type

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