Andere Java-2D-Engines
- FXGL: JavaFX Game Development Framework1
- XMage: Magic Another Game Engine2
- LionEngine: Java 2D Game Engine3
- FastJ: An open-source, Java-based 2D game engine.4
- LoonGame: A cross-platform Java game Engine (Framework) , support JavaFX / Android / IOS / HTML5 / Linux / MAC / Windows5
- LWJGL: library that enables cross-platform access to popular native APIs useful in the development of graphics (OpenGL, Vulkan, bgfx), audio (OpenAL, Opus), parallel computing (OpenCL, CUDA) and XR (OpenVR, LibOVR, OpenXR) applications.6
- PlayN: game development framework that deploys to JVM, HTML5, Android and iOS.7
- mini2Dx: A high-level game development API for LibGDX inspired by Slick8
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https://github.com/AlmasB/FXGL
Why FXGL?
- No installation or setup is required
- "Out of the box": Java 8-25, Win/Mac/Linux/Android 8+/iOS 11.0+/Web
- Simple and clean API, higher level than other engines
- Superset of JavaFX: no need to learn new UI API
- Real-world game development techniques: Entity-Component, interpolated animations, particles, and many more
- Games are easily packaged into a single executable .jar, or native images
Good for:
- Any 2D game (side-scroller / platformer / arcade / RPG)
- Any business application with complex UI controls / animations
- Experimental 3D
- Hobby / academic / commercial projects
- Teaching / learning / improving game development skills
- Fast prototyping of app ideas
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https://github.com/magefree/mage
- Multiplatform app: Windows, Linux, MacOS;
- Deck editor (support multiple deck formats and deck sources);
- Two player duel or a multiplayer free-for-all game with up to 10 players;
- Computer AI opponents;
- Players rating system (Glicko);
- Supports special formats like Commander (up to 10 players), Oathbreaker, Cube, Tiny Leaders, Super - Standard, Historic Standard and more;
- Single matches or tournaments supported (elimination or swiss type handling), which can be played with up to 16 players:
- Booster (also Cube) draft tournaments (4-16)
- Sealed (also from Cube) tournaments (2-16)
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https://github.com/b3dgs/lionengine
- Machine-speed-independent game loop with frame skipping and hybrid modes
- Windowed & fullscreen support with complete frame rate control
- Image filtering: Bilinear, Blur, HQ2X, HQ3X, Scanline, CRT
- Sequence-based flow (intro → menu → game → credits…)
- Resource management relative to directories, JARs, or temp
- Sprites, animations, tiles, fonts, parallax layers
- Binary & XML file I/O
- UDP Server/Client networking
- Utility classes: Random, Maths, Conversions, File…
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https://github.com/fastjengine/FastJ
- 2D Rendering: Rendering of Shapes, Models, Text, Sprites, Lighting
- Scene System: Scene-based Rendering & Scene Switching
- Scriptable Behaviors: Control GameObject state
- Desktop Support: Full Compatibility on Windows, Linux, and macOS
- Audio Engine: Loading, Playing, and Controlling .wav, .ogg, .mp3 files
- Image Support: Image rendering, Spritesheet Creation
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https://github.com/cping/LGame
LGame is a cross-platform java game engine(framework), offering comprehensive foundational modules for 2D games (with 3D support planned for future releases). It supports platforms including Windows, Linux, macOS, Android, web browsers, and iOS. Additionally, it provides native implementations in C# and C++ alongside syntax conversion to accommodate as many systems as possible. ↩
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https://github.com/LWJGL/lwjgl3
LWJGL (https://www.lwjgl.org) is a Java library that enables cross-platform access to popular native APIs useful in the development of graphics (OpenGL/Vulkan), audio (OpenAL) and parallel computing (OpenCL) applications. This access is direct and high-performance, yet also wrapped in a type-safe and user-friendly layer, appropriate for the Java ecosystem.
LWJGL is an enabling technology and provides low-level access. It is not a framework and does not provide higher-level utilities than what the native libraries expose. As such, novice programmers are encouraged to try one of the frameworks or game engines that make use of LWJGL, before working directly with the library. ↩
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https://github.com/playn/playn
PlayN is a cross-platform Java game development library written in Java that targets HTML5 browsers (via GWT), desktop JVMs, Android and iOS devices. ↩
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https://github.com/mini2Dx/mini2Dx
The main objective of mini2Dx is to provide a beginner-friendly, master-ready framework for rapidly prototyping and building 2D games in Java. ↩