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License: Apache License 2.0
Small Java-based Android OpenGL ES 2.0 engine made for fun
License: Apache License 2.0
As a programmer, I want to have an InputManager that is responsible to propagate the touch events to the Game interface.
As a programmer, I want to be able to load any type of files from the assets folder.
As a game developer, I would like to hide and show my objects so they are not updated and drawn each frame.
When the app is closed via back button and reopened, nothing is shown.
As a programmer, I want to be able for a given touch position to retrieve the first associated object in Z-order.
As a programmer, I want to be able to add Sprites to a Stage and reuse their textures.
As the framework owner, I want to have the library project (the engine) separated from the sample project.
As the framework owner, I want to have the GL drawing code more decoupled from the DrawableObject class so that it holds just draw logic and not GL class and hardcore buffer stuff.
As the framework owner, I want to show my users every feature that's currently available on the engine. In order to do that, the sample application should keep in par and show the features.
As a programmer, I would like to have all the API I can use documented.
As a developer, I want to handle the picking code in the GL side so it is 3D based and takes all transformations into account.
As the framework owner, I want my users to have a quick overview on the framework in the README.MD and a more in-depth explanation of the framework functionality in the Wiki.
As a programmer, I want to be able to rotate my game objects using degrees and in any mode (XYZ, XZY, YXZ, YZX, ZXY, ZYX).
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