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1  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL3FX - A sneak peek on: 2018-12-06 11:07:20
https://tomsondev.bestsolution.at/2018/12/04/announcing-efxclipse-driftfx-integrating-native-rendering-pipelines-into-javafx/

seems like e(fx)clipse provides an very nice alternative solution?
2  Game Development / Newbie & Debugging Questions / Re: OpenJDK10, OpenJFX 11... wtf on: 2018-10-09 01:52:11
Oh, I disagree about that. Encapsulation is a hint. The fact is, if there's code running on my computer, I want absolute and total control over that code. Most of Java's historical and entirely stupid, avoidable problems and massive overengineered are geared towards that one, utterly stupid decision to get Java to run as applets in browsers. All that security manager stuff... all that encapsulation... all that "no you can't have access to Unsafe because it's unsafe and you might hurt yourself"... all that refusal to just simply add a runtime flag to the VM to turn off bounds checking ... that was all borne of a totally pointless desire to attempt (and indeed, fail) to get signed or unsigned Java code to run in the browser.

Every other use case for Java's security mechanisms has been and still is and always will be a total, complete, waste of everyone's time. If I ruled the world right now I'd go through the whole of OpenJDK and remove every last scrap of code security from it. It has only ever been a massive hindrance to Java's adoption.

Cas Smiley

java 11 has been modularized, so the whole jvm has been dispatched into small modules(in jmod format)
and javafx 11 is distributing their own jmods
so in order to use javafx 11, you have to integrate jfx jmods with default jmods to create you own customized jre
by using jlink tool
3  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL3FX - A sneak peek on: 2018-10-07 23:33:07
Last I heard (I can't find a link atm, but it was from JavaFX maintainers), they're considering a native Metal backend on macOS. They'd have to ship with MoltenVK for a Vulkan backend and I don't think they're interested in that. However, unless Apple decides to suddenly kill all OpenGL apps out there, the current OpenGL support on macOS is more than enough for what JavaFX needs. It's not like they'll magically gain performance from Metal, without refactoring the frontend.

On LWJGL3FX, I've had a nightmarish summer and a hellish September at work (worth it though). The little free time I had left went to LWJGL maintenance. I'll report any real progress asap.

In other news, CEF's #1006 was finally merged a few days ago. D3D only for now, but one can hope...

Hi Spasi, you said "I had written a Prism backend (the part of JavaFX that does the actual rendering) using LWJGL 3. "
Would you mind sharing this part of code in Github?
It would be helpful for other people who is interested in expanding prism implementation e.g. me Smiley
4  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL3FX - A sneak peek on: 2018-10-06 12:33:39
OpenGL support has effectively been deprecated on Mac OS since 2010 (with 4.1 being the last OpenGL version to work on any Mac OS versions). Apple is persistent in trying to push their own Metal API. I think no one in the world is going to consider writing a Vulkan backend for JavaFX, certainly not as a hobby project. Smiley
In my opinion, it is more likely that someone will come up with an OpenGL implementation based on Metal - as is the case with MoltenVK for Vulkan - than to write a JavaFX rendering backend based on Vulkan (backed by MoltenVK).
Or maybe an OpenGL implementation based on Vulkan based on MoltenVK based on Metal. Cheesy

Based on JavaFX mail archive seems like they are considering creating Vulkan pipeline
http://mail.openjdk.java.net/pipermail/openjfx-dev/2018-June/021969.html
http://mail.openjdk.java.net/pipermail/openjfx-dev/2018-June/021965.html
http://mail.openjdk.java.net/pipermail/openjfx-dev/2018-June/021968.html
and one thing we may need to consider is Google is creating a new desktop&mobile based OS which is Fuchsia
which seems like only support Vulkan rather than OpenGL
https://github.com/fuchsia-mirror?utf8=%E2%9C%93&q=vulkan&type=&language=
so probably Vulkan is inevitable to implement? Smiley
5  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL3FX - A sneak peek on: 2018-10-06 08:11:40
Oracle has announced that JavaFX and WebStart will not be available anymore, starting from Java 11 (September 2018, the next LTS release):

Java Client Roadmap Update

Also, an OpenJFX mirror is now available on github at javafxports/openjdk-jfx.

I would still very much prefer CEF+#1006, but I think this development will be good for JavaFX. It's also a good opportunity. No more hacking our way into the built-in JavaFX. The biggest technical hurdle is removed and we don't even have to worry about compatibility. You could bundle any JavaFX fork you like in your application, not only with a different backend, but also a different API (if necessary).

So, I'll probably resume work on LWJGL3FX in about 2-3 months. It will be a public fork, under the LWJGL organization on Github. If @KaiHH or anyone else would like to contribute, I'd be very happy to do this as a team effort. The initial plan:

- Refactor the GLES backend to use lwjgl3. It should work on Windows/Linux/macOS, at least.
- Eliminate the awkward native code paths and use Java/lwjgl3 for everything.
- Eliminate the hard-coded 1ms animation delay.
- Support both:
    * Render OpenGL views inside the JavaFX node hierarchy.
    * Render a JavaFX node hierarchy to texture, use texture in a GLFW+GL/Vulkan application.

If interested, please post here or contact me directly.

Java 11 is released
and would be very nice to see this effort to be resumed
so any update about this effort?
OpenGL is going to be deprecated in MacOS in the future
so maybe Vulkan support is more important? given that lwjgl has Vulkan binding already
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