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  What libraries/engines do most successful 2d java games use? Just lwjgl?  (Read 17749 times)
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Offline kappa
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« Reply #30 - Posted 2012-03-16 18:46:49 »

Yeah, but, but, but... LWGJL doesn't work on Android!
Well theoretically it should be relatively easy to write a LWJGL API wrapper (using OpenGL ES or GL20) on top of LibGDX to get LWJGL Apps to run on Android and HTML5 Smiley
Offline pitbuller
« Reply #31 - Posted 2012-03-16 19:16:35 »

Yeah, but, but, but... LWGJL doesn't work on Android!
Well theoretically it should be relatively easy to write a LWJGL API wrapper (using OpenGL ES or GL20) on top of LibGDX to get LWJGL Apps to run on Android and HTML5 Smiley

And that would also allow you to run your lwjgl game using libgdx using lwjgl backend on desktop!
Offline gouessej

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TUER


« Reply #32 - Posted 2012-03-17 10:27:20 »

Yeah, but, but, but... LWGJL doesn't work on Android!
Well theoretically it should be relatively easy to write a LWJGL API wrapper (using OpenGL ES or GL20) on top of LibGDX to get LWJGL Apps to run on Android and HTML5 Smiley
Why not wrapping directly OpenGL-ES like JOGL 2.0? Maybe it could be done in LWJGL 3.

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Legends of Yore - The Casual Retro Roguelike
Offline badlogicgames
« Reply #33 - Posted 2012-03-17 13:11:11 »

I agree, we need more wrapping.

http://www.badlogicgames.com - musings on Android and Java game development
Offline theagentd
« Reply #34 - Posted 2012-03-17 13:23:02 »

I agree, we need more wrapping.
My birthday is in August, let's all wrap lots of stuff for that!

Myomyomyo.
Offline ra4king

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« Reply #35 - Posted 2012-03-17 14:10:30 »

I agree, we need more wrapping.
My birthday is in August, let's all wrap lots of stuff for that!
*wraps GTX 580 and hands it to theagentd.....SIKE* My GTX 580 is mine! Mwahahahahahahahhaaha Grin

Offline theagentd
« Reply #36 - Posted 2012-03-17 15:57:35 »

I agree, we need more wrapping.
My birthday is in August, let's all wrap lots of stuff for that!
*wraps GTX 580 and hands it to theagentd.....SIKE* My GTX 580 is mine! Mwahahahahahahahhaaha Grin
Meh, I'll just buy a Kepler! >=D

Myomyomyo.
Offline ra4king

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« Reply #37 - Posted 2012-03-17 16:46:26 »

You want a laptop with a Kepler card that can play Battlefield 3 at 1366x768?

Offline theagentd
« Reply #38 - Posted 2012-03-17 17:06:56 »

I want an intact wallet, a screen larger than an Iphone and at least 32x antialiasing, so no, I don't want another laptop. -_- I'd rather get the dual GPU Kepler card if it's out by the time I get home to my desktop computer, which should be sometime around June-July.

Myomyomyo.
Offline badlogicgames
« Reply #39 - Posted 2012-03-17 17:10:46 »

i want a pony. wrapped.

http://www.badlogicgames.com - musings on Android and Java game development
Games published by our own members! Check 'em out!
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Offline theagentd
« Reply #40 - Posted 2012-03-17 17:19:03 »

Awesome bondage thread is awesome.
...
Okay, let's wrap up this topic, shall we? (See what I did thar?)

Myomyomyo.
Offline gouessej

« In padded room »



TUER


« Reply #41 - Posted 2012-03-21 19:09:45 »

Sorry, I thought LWJGL already contained a Java binding for OpenGL ES, that is why I thought it would not be that hard to support Android.

Offline sproingie
« Reply #42 - Posted 2012-03-21 19:15:44 »

LWJGL's ES target is some optional thing that doesn't ship in the standard distribution.  I believe you have to generate it from the source.  If I'm wrong there, I'd be happy if someone set me straight...

Offline princec

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« Reply #43 - Posted 2012-03-21 21:34:32 »

It is also kinda pointless for Android, because Android already has the entire GLES API.

Cas Smiley

Offline sproingie
« Reply #44 - Posted 2012-03-21 21:48:14 »

Sure, but it's not unreasonable to target GLES for the desktop too if you have a mind to make it portable to Android at some later point.  It beats having to deal with the Android emulator (can it even do GL?)
Offline kappa
« League of Dukes »

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« Reply #45 - Posted 2012-03-21 21:49:08 »

Also with the presence of LWJGL's sister library LibGDX already having such great Android support, there is little need to push Android support into it, although LWJGL does support OpenGL ES.
Offline princec

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« Reply #46 - Posted 2012-03-21 23:11:35 »

Indeed. The ES support in LWJGL was meant to be a direct binding to OpenGL ES on Linux embedded systems (eg. RaspPi, maybe iOS one day, etc). In the meantime libgdx is the cure for what ails you.

Cas Smiley

Offline badlogicgames
« Reply #47 - Posted 2012-03-23 17:04:17 »

In the meantime libgdx is the cure for what ails you.

That brought tears to my eyes.

http://www.badlogicgames.com - musings on Android and Java game development
Offline sproingie
« Reply #48 - Posted 2012-03-23 17:22:40 »

I just wish the sbt plugin for libgdx would let me write a desktop-only app without having to pull in android support.  I guess I could hack the plugin, I'm just lazy Tongue
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