LWJGL: Lightweight Java Game Library 3
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Re: LWJGL: Lightweight Java Game Library 3
#2[1] https://en.wikipedia.org/wiki/Project_Valhalla_(Java_languag...
Re: LWJGL: Lightweight Java Game Library 3
#3Re: LWJGL: Lightweight Java Game Library 3
#4Writing Java game applets was what got me started in software development back in the late 90's. Game development in Java was always a huge challenge for several reasons; perceived (and real) slowness, slow startup, distribution, etc.... But putting a game in a web page anyone could play was really cool back then (to me at least). Lwjgl was always one of the marquee projects. The lack of value types[1] in Java has al…
Re: LWJGL: Lightweight Java Game Library 3
#5Writing Java game applets was what got me started in software development back in the late 90's. Game development in Java was always a huge challenge for several reasons; perceived (and real) slowness, slow startup, distribution, etc.... But putting a game in a web page anyone could play was really cool back then (to me at least). Lwjgl was always one of the marquee projects. The lack of value types[1] in Java has al…
basically anyone thinking they might want to use Java could use Monogame instead and have a much better time.
Re: LWJGL: Lightweight Java Game Library 3
#6At least in my experience, I've had a great deal of fun working with LWJGL and it is a pleasure to use. It's very unopinionated and doesn't try to force you into any sort of specific structure. On top of that, Java + LWJGL hide a significant portion of the cross-platform mess that you inherently see in this field. No matter where you stand on the issue, setting up a project to build and run cross platform, and managing its dependencies is a pain point in C/C++. Add a trivial maven configuration once and you're good to go the majority of the time. Having a mature package manager is also something that you shouldn't ignore.
No one should shy away from writing a game if all they're familiar with is Java/some JVM language. It's a gradient between choosing the right tool for the job and premature optimization. Here's a video of what looks to be a dead project, but still serves as a decent tech demo of a nice looking game running on the JVM https://www.youtube.com/watch?v=eM_bABrFERs .
Re: LWJGL: Lightweight Java Game Library 3
#7Re: LWJGL: Lightweight Java Game Library 3
#8For any unfamiliar, this is the library Minecraft was originally built on. I've used it to develop some graphically intensive programming tools myself, and have always been pleased.
Re: LWJGL: Lightweight Java Game Library 3
#9Re: LWJGL: Lightweight Java Game Library 3
#10Writing Java game applets was what got me started in software development back in the late 90's. Game development in Java was always a huge challenge for several reasons; perceived (and real) slowness, slow startup, distribution, etc.... But putting a game in a web page anyone could play was really cool back then (to me at least). Lwjgl was always one of the marquee projects. The lack of value types[1] in Java has al…
The coolest thing I ever did was bundle native libs for Linux, OSX and Windows in an applet, that let me access OpenGL in a Java applet years before WebGL was a thing. We had the technology to do real 3d-accelerated graphics in a type-safe jit-compiled language with a great IDE 15 years ago already.