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  2D Graphics Other Than Java2D  (Read 1416 times)
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Offline Best Username Ever

Junior Devvie





« Posted 2012-10-08 23:19:12 »

What libraries are currently used for OpenGL-based 2D and 2.5D graphics? Is it worthwhile to use a library on top of LWJGL or is LWJGL enough? I would prefer to minimize the amount of time used for graphics related programming, but probably would prefer something minimal beyond simple graphics.
Offline Riven
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« Reply #1 - Posted 2012-10-08 23:21:05 »

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Offline Best Username Ever

Junior Devvie





« Reply #2 - Posted 2012-10-08 23:36:12 »

One of three relevant links are broken. The rest does not answer my questions.
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Offline ra4king

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« Reply #3 - Posted 2012-10-09 00:06:59 »

Whoa! Pulpcore is dead! Shocked

Offline davedes
« Reply #4 - Posted 2012-10-09 01:08:55 »

LibGDX would probably be your best bet. Smiley

Offline Pickleninja

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« Reply #5 - Posted 2012-10-09 02:29:44 »

Yeah... I was using pulpcore for me game when the plug got pulled.... was a dark day for me   Emo



-pickle

Offline ReBirth
« Reply #6 - Posted 2012-10-09 02:32:56 »

And I almost had used it just before got pulled.

Slick2D.

Offline __iCode__

Senior Newbie





« Reply #7 - Posted 2012-10-09 03:43:09 »

Use Slick2D I find it the most simple to use and there are loads of tutorials on the web about it, it you need them...
Offline Best Username Ever

Junior Devvie





« Reply #8 - Posted 2012-10-09 16:32:57 »

Based on low information "first" impressions after having looked at the APIs of Slick2D and LibGDX, Slick2D looks closer to my request for something minimal. I see a lot of begins and ends in example source code for both. I read somewhere that slick used immediate mode (from a possibly outdated source.) LibGDX example code seemed to include direct calls to OpenGL wrappers. (Would that be anymore helpful than plain LWJGL?)
Offline Riven
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« Reply #9 - Posted 2012-10-09 16:49:43 »

There are so many threads like this that it's getting really boring.

First of all, you barely described what you were going to do, so who knows what's best for your use case. Second, just browse the forum for a bit, and you'll find more advice on which API to use, than you'll even need.

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Offline davedes
« Reply #10 - Posted 2012-10-09 17:39:42 »

LibGDX Pros:
  • Android, WebGL, iOS backends
  • Includes a UI tool for setting up projects (extremely easy)
  • More performant (at least out of the box)
  • More flexible (i.e. for 3D or other advanced features)
  • Better GUI classes
  • Bugs are fixed quickly by one of many contributors
  • More tools (texture packer, advanced particle editor)
  • Better architecture (Slick's codebase is somewhat disastrous)
  • Better future; more stable development and more contributors with a lot of OpenGL experience
  • Active forum, plenty of released games
...

Slick Pros:
  • Familiar for Java2D users
  • Easy for newbs/prototyping; no frightening GL setup or terms like "Matrix" or "Orthographic"
  • Easier to integrate with TWL

Offline Tjstretchalot

Junior Devvie


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« Reply #11 - Posted 2012-10-09 18:06:22 »

I wouldn't say Slicks codebase is "disastrous", more like it's trying to copy Java2D, although I have avoided the classes that attempt to save / load for you [Oh dear, D=]

I really like having my draw method look like
1  
animation.draw(x, y);

and it will tick it at the right speed and smoothes automatically (I believe). Also really like that it has a default font, because I'm terrible at drawing something even that simple.
Offline Best Username Ever

Junior Devvie





« Reply #12 - Posted 2012-10-09 18:25:18 »

@Riven: Ya. I get that, but keep in mind I am NOT asking for a one sentence answer on which library is "better". I am not asking for a tutorials; I am not asking for what library a noob should learn first; and, I am not asking for what library does graphics, animation, physics, collision detection, and path finding. Plus, information about both Java and game programming topics become dated very quickly.

I'll take my existing questions and split them into simpler ones:
  • What graphics libraries exist that are primarily used for 2D graphics? Answer: Slick2D, LibGDX, Pulpcore
  • What makes each one special? Specifically, if a library provides a framework beyond OpenGL wrappers then what practical purposes does the abstraction serve?
  • Assuming it took the same amount of time to learn LWJGL as it did a library built on top of it, how much programming time would it take to create the same graphics with/without the high level library?
  • What other costs and benefits should I keep in mind from the start?
  • Bonus: Including Java2D, LWJGL, Slick2D, and LibGDX (and again assuming I've past the learning curve of each one), what would save the most time for creating simple graphics for (top-down and side-view) prototype games?
Offline princec

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« Reply #13 - Posted 2012-10-09 19:00:29 »

  • What graphics libraries exist that are primarily used for 2D graphics? Answer: Slick2D, LibGDX, Pulpcore
  • What makes each one special? Specifically, if a library provides a framework beyond OpenGL wrappers then what practical purposes does the abstraction serve?

Slick2D looks a bit like Java2D. Don't use it, as it is barely supported, and riddled with bugs, and unsupported.
LibGDX provides a whole pile of stuff, some of which you won't need, and is designed around its need to deploy easily on multiple platforms based on OpenGL and OpenGLES without code mods.
Pulpcore is gone. Don't use it.

  • Assuming it took the same amount of time to learn LWJGL as it did a library built on top of it, how much programming time would it take to create the same graphics with/without the high level library?
There's almost nothing to learn in LWJGL; it's just OpenGL. It can take quite a while to make a kickass sprite engine in OpenGL. But you could probably do something adequate in a few days.

  • What other costs and benefits should I keep in mind from the start?
Learning APIs always comes at a cost of not knowing exactly what's going on and then spending ages trying to find out how to do something which seems obvious, or spending ages trying to discover what you are trying to has a bug in it and it's not your fault.

  • Bonus: Including Java2D, LWJGL, Slick2D, and LibGDX (and again assuming I've past the learning curve of each one), what would save the most time for creating simple graphics for (top-down and side-view) prototype games?
If you say know OpenGL then use OpenGL, code exactly what you need and no more, and be done with it.

Cas Smiley

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