Heurgame Logo
Created by David Kaplin
With Contribution by Chris Quackenbush

Game architectures without the proper structures can, and usually do, end up as a monolithic mess. One false move, and everything falls to pieces. Instead of building upon the previous architecture you are forced to dismantle it or make a bigger mess for the next architect. As I have dismantled a couple of the previous games, I have discovered little reusable pieces that should be able to help future architects build less coupled, readable implementations of their problems.

What is Heurgame?
Heurgame is a set of abstractions and utilities that should allow greater flexibility in building game software.

What isn't Heurgame?
Heurgame is not a Game Engine. It does not employ any normal components of a game engine such as Physics, Lighting, Sound, or Rendering. The only system that comes close to a that of a Game Engine is the networking component. Even that component is optimized for programmer understanding, not speed.

Design Principles

Reusable Components

Key Abstractions

Design Patterns In Action describes a few of the design patterns used in the framework.

Current Version 1.1

Documented Source Jar
Signed Documented Source Jar
Online Documentation
Changes in Version 1.1 Changes in Version 1.0 Changes in Version Beta 1.0.4 Changes in Version Beta 1.0.3
Recipe for an Applet
Running the Applet for competition
Design Decisions
A page of why
Neat things that haven't been done yet