Then there's bindings for Display and Input, Audio, Graphics, public domain libraries for C/C++ as well as CUDA. The number of supported bindings is impressive: EGL, OpenCL, OpenGL ,OpenGL ES and Vulkan (the new generation graphics and compute API) are supported. In any case, it depends on the use case as they say, choose the best tool for the job at hand. Minuses could be garbage collection, performance and a smaller dev community. Some advantages of using Java are its support of multiple operating systems and, of course, the easy learning curve in comparison to C++. For this reason, it is not recommended for novice programmers to start out writing games with it.Īnd, of course, it is debatable whether Java is a good language for gamedev over the classic value of C++. LWJGL is a library and as such is low level it is not a gamedev framework like libgdx (which itself uses LWJGL under the covers!) or a gamedev engine like GoDot which provide higher level of abstractions. Hence to get the most out of LWJGL a good understanding of the native APIs is essential too.Īt this point it is important to disambiguate between a library and a framework. That it is a wrapper over the APIs doesn't mean that you should not be familiar with the semantics of the underlying API. The part to note in this definition is that LWJGL provides access to native APIs through Java. Per the the project's official definition, LWJGL is:Ī 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. LWJGL - The Lightweight Java Game Library Version 3.3 ReleasedĪfter more than two years, the long-awaited release of this open source library is finally here, and with a lot to offer. Using a common font is easy, just create the font like this: TrueTypeFont font įont awtFont = new Font("Times New Roman", Font.BOLD, 24) //name, style (PLAIN, BOLD, or ITALIC), sizeįont = new TrueTypeFont(awtFont, false) //base Font, anti-aliasing true/false You could use the TrueType fonts feature in the Slick-util library. Until I update this answer fully, I recommend that you look here: Update: this answer is now outdated, and does not work at all with the latest versions of LWJGL.
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