Chapter 0: Welcome
This wiki matches Activerse v1.4.2, the current public engine. The window title is
Activerse Instance v1.4.2. Tutorials here describe the source tree in the Activerse project:
two packages, a properties file, and a Main class you run to start a world.
What Activerse is
Activerse is a Java 2D game, simulation, and physics engine. You subclass Actor and
World, then start the instance with Activerse.start(yourWorld). The engine
supplies movement, collision, images, sound, a camera helper, config loading, and a growing utils package.
You can stay on the public API or edit the engine itself.
It is closer to a customizable library than a boxed editor. Simple games are straightforward; larger simulations need more Java. AP Computer Science A or equivalent is a solid baseline.
How to run it
- Download the latest source from GitHub Releases (v1.4.2).
- Open the project in IntelliJ, Eclipse, VS Code, or BlueJ.
- Always run
Main.java. In the current template,Activerse.start(...)is commented out until you pass your world. - Engine settings live in
Activerse.properties(capital A), loaded from the classpath.
import ActiverseEngine.*;
public class Main {
public static void main(String[] args) {
Activerse.start(new MyWorld());
}
}
In the shipped Activerse.properties, show_debug=true. A Debug button appears
on the world. Logging is off (logging=false) and the target frame rate is 60.
See Chapter 2.
Project layout (v1.4.2)
| Path | Role |
|---|---|
Main.java |
Entry point. Call Activerse.start(new YourWorld()). |
Activerse.properties |
Engine keys: fps, show_debug, logging, dynamicLighting. |
ActiverseEngine/ |
Core: Activerse, World, Actor, images, sound, input, camera, config. |
ActiverseUtils/ |
Helpers: paths, physics, UI, particles, world save/load, ACEHS logging, and more. |
Import the engine with import ActiverseEngine.*;. Pull utils explicitly when you need them,
for example import ActiverseUtils.ResourcePaths;.
Wiki map
Beginner path (in this order):
- Chapter 1 — player, world, and starting the instance
- Chapter 4 — images, WAV sound, and where files live
- Chapter 5 — other actors, collision, and a score
When you need them:
- Chapter 2 — properties, debug overlay, and
logs.log - Chapter 3 — ACEHS error codes
- Chapter X — camera, interpolation, config, utils
JavaDoc for the public API is at /Activerse/. Site home is knivier.com/activerse.html.
License and contributing
Activerse is licensed CC BY-NC-SA 4.0: attribution, non-commercial, share-alike. Fork the repo and build a game, or open a GitHub issue for bugs and features. Financial support, if offered, is through the repository funding file.
The engine still moves. Check release notes before you upgrade; backward compatibility is not guaranteed. Prefer the latest release over an old snapshot.
Extra reading
- Developers Insider Release 2 (PDF) — architecture brief for v1.4.2 (monotonic clock, interpolation, package map, version lineage)
- Developers Insider Release 1 / v1.1.2 profiling notes (historical)
- Example games shipped with the engine around v1.3.3 live in an Examples folder in that tree. Open those as their own project so you do not mix engine copies.