

First go to LWJGL Website and customize your LWJGL build. If you still haven’t configured LWJGL with your project, the process is very simple.
#Java lwjgl tutoria how to
I also show you how to setup LWJGL with your project in this same tutorial.
#Java lwjgl tutoria series
If you have any input, please share-the term "JOGL vs. The aim of this first tutorial in this series is to teach you how to create a window. Also, the libraries are smaller-I know, this doesn't matter these days, but I'm old enough to still think smaller is better. Display creation, input management, and getting rid of the annoying GL interface instances combined, these represent a substantial simplification of my development.
#Java lwjgl tutoria code
So if the performance isn't better, why did you switch to LWJGL?īecause I forgot to back-up my code before porting it. Note that I am making roughtly 8,000 GL calls per frame (glUnivorm. LWJGL is a Java library that enables cross-platform access to popular native APIs useful in the development of graphics (OpenGL, Vulkan), audio and parallel computing applications.This access is direct and high-performance, yet also wrapped in a type-safe and user-friendly layer, appropriate for the Java ecosystem. Now this doesn't mean that one or the other API isn't a tiny bit faster, it only means that the FPS bottleneck in my game is not related to library-specific Java-isms. Radeon 5450: 20 (I have GOT to figure out why this is so slow. These numbers are for use with JOGL and are in FPS. Yep, it's YABS - Yet Another Blocky Sandbox.Īround 4 million block faces at a time, meshed as 2 million triangles.

"Magic" features like this make for bad libraries they should add another load method called "loadScaledToPOT" or something, but I digress.īlocks. My single gripe is with SlickUtil it's TextureLoader automatically resizes non-power-of-two textures to make them power of two. Get rid of a bunch of window set-up junk, get rid of GL object instaces, replace a few float array's with FloatBuffers, and it worked. The port was far simpler than I had thought. Last night, I finished a piece of optimization, and quite out of the blue decided to port it to LWJGL just to see how easy it would be and if some of the claims I heard were true, that LWJGL is faster.Ī quick conclusion for those of you who can't wait: I am now using LWJGL for my game. I learned JOGL about a year ago and found a lot of chatter on the net about it vs. I'm about three months into this project. Add dependency: (:lwjgl-platform) in Maven or Gradle project. I am building a game in Java (long story on language choice, as I prefer C++), and having recently used JOGL for another project, decided to use that for my OpenGL access library.
