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  OpenGL/LWJGL over Built-In Libraries?  (Read 4103 times)
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Offline princec

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« Reply #30 - Posted 2012-06-13 20:45:14 »

AWT's fine. Well the windowy bit is anyway. Rather complex though, and the Display API was conceived as something ultra simple that "Just Worked". It's a bit lacking nowadays with the prevalence of multi monitor displays and the subtle encroachment of LWJGL into general application domains instead of just games. There are musings of a rewrite for LWJGL 3.0.

Cas Smiley

Offline matheus23

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« Reply #31 - Posted 2012-06-13 20:56:25 »


Yeah... your right about the Java2D part of AWT. But the window Toolkit is rather good (IMO). And I think it's even better as a combination with JOGL (since this is the OpenGL you took to your brain Cheesy ).

AWT's fine. Well the windowy bit is anyway. Rather complex though, and the Display API was conceived as something ultra simple that "Just Worked". It's a bit lacking nowadays with the prevalence of multi monitor displays and the subtle encroachment of LWJGL into general application domains instead of just games. There are musings of a rewrite for LWJGL 3.0.

Cas Smiley

OH! awesome. I have problems with the DisplayModes from LWJGL. I can only play LWJGL-games on super-fullscren, which means: over 2 screens.... And that does not look good. Not at all Sad Bad thing too is, that many LWJGL-Users just allow the game to be fullscreen and that, well, sucks.
Oh, and I can't wait for the LWJGL 3.0 release Cheesy

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Offline ra4king

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« Reply #32 - Posted 2012-06-13 21:39:22 »

Oh, and I can't wait for the LWJGL 3.0 release Cheesy
That's gonna be a looooong while Smiley

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Offline gouessej
« Reply #33 - Posted 2012-06-13 23:17:56 »

And a simple display API.

Cas Smiley

Does that include applet/Swing support?

I'm not helping. Why use LWJGL in stead of default JDK stuff. Go!


It does include Applet support, but Swing things can be included too, since you have the Display.setParent(Canvas), but in my opinion it's easier with JOGL's GLCanvas Tongue
I forgot to say that JOGL has a SWT heavyweight canvas and a kind of fully OpenGL-based Java2D implementation (GLG2D on Github). If you don't need some utilities, you are not forced to use them during your deployment, you can use the "atomic" JARs.

Offline Damocles
« Reply #34 - Posted 2012-06-19 11:56:31 »

The most important file to distribute your game is not an installer, not a webstart, applet or zip.

Its : tada :

a screenshot.

and/or a Youtube clip

The more people get interested into the game, the more effort they will invest to
get it running.
Getting a leaked Demo of Halflife 3 running will make users invest a lot more time to get it running,
 than a 500MB Casual Pongclone without any screenshot and distributed in a tar.gz file with uncompiled sourcecode.

So easy installation is the more important, the less interesting your game seems.
You should optimize on both fronts. (Presentation and Access)

In doubt, have at least a decent zip, with .bat and .sh(linux) batchfiles to run the game without much
hassle.


BTW: is here a "how to arrange and distribute your game files" Tutorial somewhere?
Would be very usefull.

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