[gameprogrammer] Re: LWJGL tutorial... where???

Well, LWJGL is better to use if you just want to write games.  I recall 
that it has texture loading stuff already built-in, and it has sound 
libraries attached, and all sorts of great things for games built into 
it.

The problem is that it's very watered down.  (Lightweight, as they call 
it).  I wanted the option of multithreading, and adding a lot more, and 
being overall more Java-friendly.  That's something that I recall LWJGL 
not being, is very Java-like.  (And I think there was something about 
the sound code on OS X at the time, maybe).  So I searched around more 
and found JOGL.

JOGL is more of a "Lets you use OpenGL in Java" library.  Not designed 
for games at all, specifically.  So it's more like writing an OGL 
program from scratch than from a games library.  Also a smidge more 
bothersome is that you have to have a GL (and GLU) context which gets 
passed around, and that's how ALL the drawing calls for the GL context 
get done -- writing "GL.glBegin()" etc...  That prefix is annoying, and 
with the LWJGL you CAN circumvent that if you use Java 1.5, through the 
static imports.  In JOGL, this is impossible.

LWJGL they kept a very linear, not objective feel to the API.  JOGL is 
not as games-dev-based, but they managed to turn JOGL into a nicely 
object-oriented-friendly API for graphics programming.

Both use Java binding libraries, which is... interesting to install and 
use, though certainly not hard. ^_^

If you want games, you'll probably want LWJGL, at least until later 
this summer (hopefully) when I've released a version of my 
object-oriented game-dev framework, using JOGL... ^_^  But that's still 
a ways off. ^_^

Hope this helps,
--Scott

On 15 Mar, 2005, at 1:27 AM, Anom wrote:
> there's something else better than those two???
>
> once i've downloaded jogl, but never code with it till now.... so i
> would like to know from you who has used it before.
>
> Thx...
>
> -- 
>        Ade Anom A
> [http://www.a3rex.info]
>
>
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