Chum


I’ve just started a new game engine for Android called Chum.  I’ll be using a lot of code and knowledge from the engine I wrote for CowPotato, as well as from many other resources, so it’s not a from-scratch effort.  The main focus on the engine will be:

  • 2D and 3D OpenGL ES
  • Incorporate best practices for OpenGL setup, touch and accelerometer handling, etc
  • Simple loading and management of meshes, textures, sounds
  • Handle much of the boiler-plate stuff like exception handling

It’s not intended to be a super-duper, whiz-bang engine to start with.  It will mostly be geared at my needs for some games I have in mind (including fixing lots of problems in CowPotato), and serve as a testbench / prototyping tool.  A general game engine will never be able to be as finely tuned as a purpose-built engine for each game, but it should be sufficient for a wide variety of applications, at least as a starting point.

I also plan to make Chum open-source, but I’m not sure how / when that will happen.  I’m thinking of some possible business models (to get at least some marginal monetary benefit) such as services / tutorials based on Chum, but I still have a lot to figure out.

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