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1  Discussions / General Discussions / Re: Book to start OpenGL on: 2012-05-25 04:22:12
Absolutely recommend OpenGL SuperBible 5th Edition. Also, these tutorials are excellent.

I've had trouble finding the right methods in LWJGL to correspond to the C++ code. Not to hijack the topic here but how do you decide which LWJGL GLXX to use, and how do you know whether those methods are core features or not?

I know glClearColor in LWJGL is only in GL11 which would be OpenGL 1.1 but it remains core in 3.0 and above? How does that all fit together?
Functions appear in the GLXX class which corresponds to the gl version they became core in. So glClearColour is in GL11 because it was introduced in v1.1.

Ok. I can see some reasoning behind that but logic would seem to say it should be changed since some functions are now marked as deprecated. So is there any easy way to tell what functions are currently in the core version?
2  Discussions / General Discussions / Re: Book to start OpenGL on: 2012-05-24 22:38:15
That should help. Thanks. Now I apparently don't have OpenGL 3.3 compatibility and since I'm running Linux I get to try to figure out what it is. Fun stuff. Thanks for the link.
3  Discussions / General Discussions / Re: Book to start OpenGL on: 2012-05-24 21:33:50
Absolutely recommend OpenGL SuperBible 5th Edition. Also, these tutorials are excellent.

I've had trouble finding the right methods in LWJGL to correspond to the C++ code. Not to hijack the topic here but how do you decide which LWJGL GLXX to use, and how do you know whether those methods are core features or not?

I know glClearColor in LWJGL is only in GL11 which would be OpenGL 1.1 but it remains core in 3.0 and above? How does that all fit together?
4  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Choosing a Library on: 2012-05-24 02:29:50
I don't think I'm really understanding the difference between fixed function pipeline and programmable pipeline. I was reading this Red Book before I asked about fixed function and believe it uses the fixed function pipeline, right? Are shaders the difference between fixed and programmable? Why are they so different?

According to the red book, a quad parallelogram can be drawn like this:
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GL11.glBegin(GL11.GL_QUADS);
   GL11.glVertex2f(400, 400);
   GL11.glVertex2f(350, 350);
   GL11.glVertex2f(300, 350);
   GL11.glVertex2f(350, 400);
GL11.glEnd();


Is that not how it's done with the programmable pipeline?

What sources would be best for the programmable pipeline? I came across this site that says it uses programmability and avoids fixed function implementation. Is there a newer Red Book somewhere that I missed or should I buy the SuperBible 5th edition?

Could you explain that or point me to something that can? Thanks.
5  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Choosing a Library on: 2012-05-24 01:04:30
Would you recommend starting with the old fixed-function pipeline or not?
6  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Choosing a Library on: 2012-05-23 03:17:40
Thanks again guys. One last thing on LWJGL. Would you recommend getting an OpenGL book or just reading tutorials and test projects from LWJGL?
7  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Choosing a Library on: 2012-05-23 02:48:36
Thanks for the replies. That post was indeed helpful  Smiley

Dave - I'm fine using and transforming matrices and enjoy the mathematics. I'll probably major in CS and minor in Math when I get to college so the math shouldn't be an issue. I really haven't dealt with shaders and blending before and have stuck to simple images, never really drawing things from scratch yet. That last point of yours is certainly an interesting one. I do like learning what goes on behind the scenes and think it would be helpful in debugging. Also, I don't plan on sticking with Java for game programming forever. I have nothing against Java but may want to get a job doing game programming in the future and Java really doesn't look that good professionally. However, I believe Java game programming can certainly give me fundamentals that are fairly easily applied in other languages.

Would JOGL or LWJGL, in your opinion, transfer better to OpenGL in C++ or is there little difference?

As for Android, I watched the LibGDX intro video and obviously from there to Android is very simple. How difficult would it be to go from something like LWJGL to Android compatibility?
8  Java Game APIs & Engines / Engines, Libraries and Tools / Choosing a Library on: 2012-05-23 02:04:42
Hello everybody,

I'm new here to the java-gaming forums but not a complete beginner to game programming in Java. I'm looking for which library or wrapper to use for my next game.

First I'll give a little background that may be unnecessary but should provide a decent overview of my programming background and capabilities. Last year I took AP Computer Science which covered fairly basic Java programming and some OOP concepts. It was almost all text-based stuff and I don't believe it got into Swing, AWT, and any graphical interface programming. After I finished the class I decided to start some researching into graphics programming in Java because I've always enjoyed gaming and thought it might be fun to program some games. I ended up using AWT and Swing to create a simple Space Invaders type game with some upgrades. However, I used a JPanel to draw on and didn't know anything about frame rates so the game speed was dependent on the CPU and had no hardware acceleration.

From there I looked for better and more reliable ways to make games and discovered Slick2D. I rewrote and much improved that first game using Slick and learned a lot more about game programming through the experience. Now I would like to learn more about my options and decide what to use to write my next game,

I plan on having a game somewhere between boxhead and Gun Bros. I haven't really brainstormed the whole design and plan on doing that over the next few days before getting started programming it. From some personal research I know that there are a few options available to me. I heard that I could use AWT because apparently Canvas has hardware acceleration (?). I could stay with Slick, use LWJGL, use JOGL, or LibGDX to name a few.

LWJGL seems like a pretty good choice because most of the alternatives seem to be based on it. However, this also means that programming in straight LWJGL would be more difficult or more complex, but most likely offers the best performance, correct?

I don't know much about JOGL and am doing some research on it right now.

I really don't know  a lot about LibGDX either other than it having easy Android compatibility which is a plus because I might like to do an Android port.


Based on what I need and know can you guys offer any suggestions to help me out? I appreciate your time and comments. Thanks,

David
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