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…
LWJGL: Lightweight Java Game Library 3
21–30 of 67 posts
Re: LWJGL: Lightweight Java Game Library 3
#22Earlier quoted context omitted.
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
#23Re: LWJGL: Lightweight Java Game Library 3
#24Writing 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
#25Earlier 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.
Re: LWJGL: Lightweight Java Game Library 3
#26Re: LWJGL: Lightweight Java Game Library 3
#27Writing 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…
lack of value types makes many games a pain in the ass to do performantly. 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
#28Writing 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…
This probably does not qualify as "popular game", but talking about Java games I'd like to mention Terasology ( https://github.com/MovingBlocks/Terasology ). It's an open source voxel game (Minecraft-like) and the LWJGL-based graphics engine looks very impressive to me (some screenshots here: http://terasology.org/gallery.html ).
Re: LWJGL: Lightweight Java Game Library 3
#29Earlier quoted context omitted.
It bet WebAssembly will bring all those plugins back to life.
How would WebAssembly ever do that?
There are already a few projects doing exactly that.
One could even create a ActiveX compliant library, that via emscripten would be able to target WebAssembly.
Re: LWJGL: Lightweight Java Game Library 3
#30Is there any good books or tutorials on how to get started in games development? I would love to take it as a hobby but the tutorial scene is so saturated I find it hard to cut through the chaff, so it would be nice if someone from this community could recommended a good starting place.