Live data from Hacker News

LWJGL: Lightweight Java Game Library 3

lwjgl.org

11–20 of 67 posts

Re: LWJGL: Lightweight Java Game Library 3

#12
post #10
post #4

Earlier quoted context omitted.

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.

It is good that it is now dead in the name of security.

Java is dead in the browser... same as flash, or c or any other language. At least until the nightmare that is WebAssembly comes to fruition.

That said... the potential to exploit security holes via GL library calls is, unfortunately, alive and well even with WebGL.

Re: LWJGL: Lightweight Java Game Library 3

#13
post #2

Writing 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…

There are still a number of indie devs using Java, as far as I can tell the vast majority using LWJGL. When game jams come around I'll play maybe 100 games that other participants made, and a small but respectable chunk will be JAR files (maybe 10 of those 100?).

It might even be the second most popular way to make indie games, after Unity. Depends on how you count "indie" games.

Re: LWJGL: Lightweight Java Game Library 3

#16
post #9

Is there a way to use LWJGL for mobile games?

Absolutely. A somewhat higher level library building on lwjgl (2) called libgdx has good documentation and examples on it - The Google Pixel live wallpapers (3D models of places, with some parallax effect) are written using it. There is also a framework called flixel building on top of libgdx, which also has demos for Android.

Re: LWJGL: Lightweight Java Game Library 3

#18
post #2

Writing 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…

Can't forget Runescape, especially since you mentioned putting a game in a web page anyone could play.
Post reply on HN