Zweihander

Relminator (Richard Eric M. Lope)
http://rel.phatcode.net

Language - Java
Graphics Context - Java2D
Sound - TinySound by Finn Kuusisto
Platform - Anywhere there's a JVM
GFX - AAP, Rel and some GFX fillers I found on the net
Music - VGmusic 

Source license - Free to use as long as credit is given.




Changes:

03-21-13
	Woot!!! No more heap allocation when in-game (take that GC!)
	

03-20-13
	EnemyEntities(fang) have control over turret and bullet allocation on instantiation
		ie. No animator and behavior allocation midgame (allocation done in constructor)
	Added the Behaviors class to minimize realtime heap allocation
	Optimized BulletFactory(I think Java needs a way to instantiate objects on the stack)
	Optimized EnemyEntityFactory(still lots of new instances for GC to fuck up my logic halfway)

03-19-13
	First enemy "fang" 
	Ship to enemy collision
	Shots to enemy collision
	Enemy Factory to automize spawning using Linked Arrays
	Rewrote turret factory to use simple arrays (more elegant since 
		turret references are attached to some enemies so 
		LinkedArray.Remove() does not work well without a workaround).
		

03-17-13
	Noticed that my behavior class don't own a single field 
		so I was able to optimize it a little by "recycling"
		references that points to all the behaviors
		Still have some dynamic allocation when calling the 
		spawners (note for android dev later).
	Done the same with player shots ( thinking of doing the same
		with animators )	
	Spline movements
		
03-16-13

	Sonics via tinysound
	
03-12-13
	BulletPatterns
	
03-08-13
	Levels(base and parallax)
	Turrets
	TurretBehaviors
	
03-07-13
	Keyboard
	Shots
	ShotFactory
	SpriteFont

03-04-13
	Ship
	AABB
	Collisions


03-03-13
	Vector2D
	Utils
	Entity
	Bullets
	BulletFactory
	Behaviors
	Animators
	
03-01-13
	Started coding
	LinkedArrays (recycler)
	ImageAtlas
	Game
	Screen
	