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Architecture
Wurfel Engine is split in several pakets.
A UML diagram showing the most important classes:
The latest version of this UML diagram is included in the root folder of the wurfel engine SDK.
The engine uses some sort of MVC. The data is managed in a "Controller" class while the input/output handling is managed in the view. The view i.e. adds a camera, minimap, GUI etc. and reacts to input.
In the source code, you will often find dependency injections in the constructors. The classes reference each other before initializing. In most cases, the methods called ‘init` are the "real constructors".
If you just want to use some classes of the engine without running a game, the engine must still be launched. The classes expect libGDX to be initialized. The headless mode can be used to have no window.