Java-Gaming.org Hi !
Featured games (81)
games approved by the League of Dukes
Games in Showcase (513)
Games in Android Showcase (119)
games submitted by our members
Games in WIP (576)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1] 2
  ignore  |  Print  
  oal part of LWJGL and joal  (Read 5217 times)
0 Members and 1 Guest are viewing this topic.
Offline vrm

Junior Duke




where I should sign ?


« Posted 2003-06-24 06:23:09 »

correct me if I'm wrong  Cool

jogl & lwjgl are totaly differents (way handling windowing etc..)

but the OAL part joal ? is any good to maintain 2 differents API ?
Offline Jeff

JGO Coder




Got any cats?


« Reply #1 - Posted 2003-06-24 21:47:04 »

Hmm. Im not sure LWJGl and JOGL are all that different either.

JOAL is designed to be consistant with JOGL in how its organised.

Again, I'd say use what works for you, provide feedback to anyone you can for improvements, and let it work itself out over time.

JK

Got a question about Java and game programming?  Just new to the Java Game Development Community?  Try my FAQ.  Its likely you'll learn something!

http://wiki.java.net/bin/view/Games/JeffFAQ
Offline vrm

Junior Duke




where I should sign ?


« Reply #2 - Posted 2003-06-25 05:19:36 »

my main problems with JOGL are :

- dependency with awt/swing
- video mode changing with swing on linux  doens't work
- tried to hide mouse cursor with awt ?
- gl.glBlabla syntax
- all those array paremeters in place of directBuffer make me sucious on performance side

I feel back to old gl4java days.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Jeff

JGO Coder




Got any cats?


« Reply #3 - Posted 2003-06-25 06:42:39 »

Make sure you post your issues to the JOGL thread, if you will.

On performance I *think* JOGL is about as good as any other well written OGL binding, but you could always write some benchmarks to learn more.


Got a question about Java and game programming?  Just new to the Java Game Development Community?  Try my FAQ.  Its likely you'll learn something!

http://wiki.java.net/bin/view/Games/JeffFAQ
Offline princec

JGO Kernel


Medals: 404
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #4 - Posted 2003-06-25 07:20:38 »

There won't be anything in it for performance I shouldn't think.

Cas Smiley

Offline elias

Senior Duke





« Reply #5 - Posted 2003-06-25 08:14:47 »

And gl.glBlah is around the corner for lwjgl too :-)

- elias

Offline Matzon

JGO Knight


Medals: 19
Projects: 1


I'm gonna wring your pants!


« Reply #6 - Posted 2003-06-25 08:29:40 »

but we have static classes - with static import, we're all good  Kiss

Offline vrm

Junior Duke




where I should sign ?


« Reply #7 - Posted 2003-06-25 08:36:34 »

where is static import actualy in Java?
ho it's for later .. *grins*
Offline abies

Senior Duke





« Reply #8 - Posted 2003-06-25 08:38:14 »

Quote

- tried to hide mouse cursor with awt ?


Yes, I have tried, it works, 2-3 lines of code.

Artur Biesiadowski
Offline princec

JGO Kernel


Medals: 404
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #9 - Posted 2003-06-25 09:11:23 »

Daft code though innit?

Cas Smiley

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Mojomonkey

Senior Duke




ooh ooh eee eeee


« Reply #10 - Posted 2003-06-25 10:17:59 »

Quote
tried to hide mouse cursor with awt ?


Set your mouse cursor image to an empty image. This worked for me in my GL4Java days.

Don't send a man to do a monkey's work.
Online kevglass

JGO Kernel


Medals: 186
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #11 - Posted 2003-06-25 10:49:57 »

I think thats what Cas was getting at? Its a bit daft, setting the mouse cursor to an empty image (not that its ever caused me any problems)

Kev

Offline Mojomonkey

Senior Duke




ooh ooh eee eeee


« Reply #12 - Posted 2003-06-25 11:28:36 »

Ok, I'll bite. What exactly is "daft" about it?

Don't send a man to do a monkey's work.
Online kevglass

JGO Kernel


Medals: 186
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #13 - Posted 2003-06-25 11:42:45 »

I suppose the nature of making something invisible when you actually want to turn it off. The operating system is still "drawing" the cursor, but actually its not cause its blank.

That, I would think, could be considered daft...

Not to say I don't use it  Cheesy

Kev

Offline Mojomonkey

Senior Duke




ooh ooh eee eeee


« Reply #14 - Posted 2003-06-25 11:52:22 »

Ok, but are you sure you'd ever want to turn the cursor off? You need to still need mouse movements, position, etc. Just because you don't see it doesn't mean you want it off.

Don't send a man to do a monkey's work.
Online kevglass

JGO Kernel


Medals: 186
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #15 - Posted 2003-06-25 12:00:04 »

Well, I suppose it depends on how you're reading input again. I don't know input stuff very well, but I assume on most platforms the display of the cursor is seperate from reading the actual move.

Not to mention, in some games, you don't need mouse input at all.

Kev

Offline Mojomonkey

Senior Duke




ooh ooh eee eeee


« Reply #16 - Posted 2003-06-25 12:02:26 »

That's a good point.. what input are we talking about here? Java Listeners or JNI to libraries (DirectInput)?

Don't send a man to do a monkey's work.
Online kevglass

JGO Kernel


Medals: 186
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #17 - Posted 2003-06-25 12:06:05 »

I only guessing here, but since LWJGL isn't bound to AWT in any way, it can't be Java Listeners. They must have input libraries of some sort (either bound to DirectInput, or something equally as hacky - [read troll for Cas or Matzon])?

Anyone who actually knows this stuff want to comment?

Kev

Offline vrm

Junior Duke




where I should sign ?


« Reply #18 - Posted 2003-06-25 12:09:13 »

lot of games hide the mouse cursor , ex : flight simulation
or for display a fancy opengl rendered animated cursor.

Yes setting the mouse icon to empty is an ugly workaround
Offline Mojomonkey

Senior Duke




ooh ooh eee eeee


« Reply #19 - Posted 2003-06-25 12:22:13 »

Quote
I only guessing here, but since LWJGL isn't bound to AWT in any way, it can't be Java Listeners.


But I thought we were talking about JOGL?? Ok, I've lost track of this train of thought.  Grin

I agree, if it's using JNI to communicate with the cursor that setting the image to an empty is an ugly work around. But if you are using a pure Java mouse listener interface (is this what JOGL (or JInput?) uses?) it's pretty much your only option and therefore not daft at all.

I think Cas was just being a troll making that comment anyways. So I'll stop biting at it.

Don't send a man to do a monkey's work.
Offline elias

Senior Duke





« Reply #20 - Posted 2003-06-25 12:33:10 »

Set the cursor image to empty is not a work around at all. In fact, on linux, that's the only way of 'hiding' the cursor.

- elias

Offline nickdotjava

Junior Duke




I have fallen to the dark side.  I'm using DX9


« Reply #21 - Posted 2003-06-25 13:38:27 »

Quote
And gl.glBlah is around the corner for lwjgl too :-)

- elias

Please, no.  This is one type of redundancy that is not needed.  Why add 2 extra letters to every GL command?

-Nick

"Oh ya, that's trivial.  I should have it done in an hour."
Offline Matzon

JGO Knight


Medals: 19
Projects: 1


I'm gonna wring your pants!


« Reply #22 - Posted 2003-06-25 14:22:36 »

Quote
Why add 2 extra letters to every GL command?


Because with static import in 1.5, you can just do:
glBlah

thus 95% of all your c code has readily usable! - only the Buffer stuff has to be handled.

Offline vrm

Junior Duke




where I should sign ?


« Reply #23 - Posted 2003-06-25 14:54:15 »

perhaps we can wait 1.5 beta first ?  Grin
Offline oNyx

JGO Coder


Medals: 2


pixels! :x


« Reply #24 - Posted 2003-06-25 15:16:18 »

Quote
Set the cursor image to empty is not a work around at all. In fact, on linux, that's the only way of 'hiding' the cursor.

- elias


There should be a shorthandle anyways imo.

This *line* is just painfull and doesnt look that logical at all:
setCursor(Toolkit.getDefaultToolkit().createCustomCursor(new BufferedImage(1,1,BufferedImage.TYPE_INT_ARGB),new Point(0,0),""));

Summin like this would be better:
setCursor(Cursor.getPredefinedCursor(Cursor.NO_CURSOR));

I always wondered why there isn't a "no draw" cursor and the NO_CURSOR was one of the things I just tried before I checked my books.

弾幕 ☆ @mahonnaiseblog
Offline Jeff

JGO Coder




Got any cats?


« Reply #25 - Posted 2003-06-25 15:43:48 »

So I may have lost the thread of logic too...

But JInput uses DirectInput on Win32.  You don't even need a Frame to use it (it has its own secret, invisible message pump.)

JK

Got a question about Java and game programming?  Just new to the Java Game Development Community?  Try my FAQ.  Its likely you'll learn something!

http://wiki.java.net/bin/view/Games/JeffFAQ
Offline Captain-Goatse

Junior Duke




I suck at teh 2D. XBOX IS BIG LOL!111


« Reply #26 - Posted 2003-06-25 15:47:24 »

Quote


Because with static import in 1.5, you can just do:
glBlah

thus 95% of all your c code has readily usable! - only the Buffer stuff has to be handled.


So yeah like going from Java to C.... sounds like all I ever wanted. Oh shit, the mid form of these two already exists, C++4life, maaaaan.
Offline nickdotjava

Junior Duke




I have fallen to the dark side.  I'm using DX9


« Reply #27 - Posted 2003-06-25 17:15:58 »

Quote


So yeah like going from Java to C.... sounds like all I ever wanted. Oh shit, the mid form of these two already exists, C++4life, maaaaan.


I started in C++, moved to Java, and have never looked back.   Tongue

-Nick

"Oh ya, that's trivial.  I should have it done in an hour."
Online kevglass

JGO Kernel


Medals: 186
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #28 - Posted 2003-06-25 17:35:41 »

Horse for courses, if I wanted to write the next best selling first person shooter I guess I'd go for C++.

Kev

Offline princec

JGO Kernel


Medals: 404
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #29 - Posted 2003-06-26 09:57:34 »

I'm pretty confident of being able to do it in Java.
And sooner Smiley

Cas Smiley

Pages: [1] 2
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

Longarmx (39 views)
2014-10-17 03:59:02

Norakomi (30 views)
2014-10-16 15:22:06

Norakomi (24 views)
2014-10-16 15:20:20

lcass (28 views)
2014-10-15 16:18:58

TehJavaDev (57 views)
2014-10-14 00:39:48

TehJavaDev (58 views)
2014-10-14 00:35:47

TehJavaDev (48 views)
2014-10-14 00:32:37

BurntPizza (64 views)
2014-10-11 23:24:42

BurntPizza (36 views)
2014-10-11 23:10:45

BurntPizza (78 views)
2014-10-11 22:30:10
Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!