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  I Want to Learn LWJGL  (Read 1548 times)
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Offline tlive

Junior Newbie





« Posted 2012-11-25 17:08:38 »

Hello, all!

I have a good amount of experience in Java 2D and I like using it to make games. But the documentation for Swing and AWT are not oriented toward game creation, and it is often hard to find the best way to do a simple task like find a good timer, implement a game loop, or use double buffering (or triple buffering). I have Killer Game Programming in Java, and it is an excellent resource, but I am still not satisfied with any official documentation. I don't really want to learn any other libraries, since I prefer to make my own engines/frameworks/whatever from scratch, but it seems that the best solution for me to have a game-oriented and highly functional base library is to learn LWJGL.

However, I am not interested (for now) in anything 3D. Is LWJGL too complex to learn just for 2D applications? How much work does it take to lay the foundation of a game in LWJGL vs. regular old Java? Should I just stick with the comfortable, familiar, Java 2D?

If making the leap to LWJGL is worth the effort (and at some point it has to be), I believe I would have to learn quite a bit about openGL and low-level rendering in general, but I love to learn stuff like that as long as the information is presented in an accessible and orderly fashion. What are the best resources for me to learn to use it? I prefer books if they exist, but online tutorials can be useful as well.

Thank you!
Offline skappler

Senior Newbie





« Reply #1 - Posted 2012-11-25 17:16:01 »

I'd say it's worth it. It's much faster to use OpenGl for either 2D and 3D.
I just started to learn 3D OpenGL using this book: http://fly.cc.fer.hr/~unreal/theredbook/chapter01.html
It's more about 3D stuff, but the first chapter(s) cope with general OpenGL concepts and techniques, and it's easy to understand. There's also a pdf version available. Just google "the redbook".

For 2D only stuff I have no good resources but I think you have to know something about OpenGL if you want to use Slick.
Online Jimmt
« League of Dukes »

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« Reply #2 - Posted 2012-11-25 17:38:58 »

How to learn?

Opt for private lessons with princec. Grin
Games published by our own members! Check 'em out!
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Offline Sickan

Senior Member


Medals: 9



« Reply #3 - Posted 2012-11-25 18:36:22 »

How to learn?

Opt for private lessons with princec. Grin
If I had the money, I would.
Offline matheus23

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« Reply #4 - Posted 2012-11-25 18:36:51 »

How to learn?

Opt for private lessons with princec. Grin

Opt for private lessons with theagentd Wink

See my:
    My development Blog:     | Or look at my RPG | Or simply my coding
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Offline ra4king

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« Reply #5 - Posted 2012-11-25 18:38:03 »

I'd say it's worth it. It's much faster to use OpenGl for either 2D and 3D.
I just started to learn 3D OpenGL using this book: http://fly.cc.fer.hr/~unreal/theredbook/chapter01.html
It's more about 3D stuff, but the first chapter(s) cope with general OpenGL concepts and techniques, and it's easy to understand. There's also a pdf version available. Just google "the redbook".

For 2D only stuff I have no good resources but I think you have to know something about OpenGL if you want to use Slick.
Nooooooo that is a *really* old book using *extremely* outdated OpenGL! Shocked

@OP
Learn OpenGL here: www.arcsynthesis.org/gltut
And the ported Java+LWJGL code: www.bitbucket.org/ra4king/lwjgl-shader-tutorials

However, the above tutorials focuses mostly on 3D, although it is also possible to only use 2D.

I think what's best is for you to use a library on top of LWJGL, like LibGDX, which specializes in 2D and offers lots of awesome features.

Offline skappler

Senior Newbie





« Reply #6 - Posted 2012-11-25 18:40:35 »

I'd say it's worth it. It's much faster to use OpenGl for either 2D and 3D.
I just started to learn 3D OpenGL using this book: http://fly.cc.fer.hr/~unreal/theredbook/chapter01.html
It's more about 3D stuff, but the first chapter(s) cope with general OpenGL concepts and techniques, and it's easy to understand. There's also a pdf version available. Just google "the redbook".

For 2D only stuff I have no good resources but I think you have to know something about OpenGL if you want to use Slick.
Nooooooo that is a *really* old book using *extremely* outdated OpenGL! Shocked

I just finished reading this and I found it pretty good Tongue I know that it must be outdated but it helped me to understand the basic concepts.
Thanks for the link though! Cheesy
Online Longarmx
« Reply #7 - Posted 2012-11-25 18:48:36 »

Why don't you start with the LWJGL wiki?
http://www.lwjgl.com/wiki/index.php?title=Main_Page

It covers very basic topics, but it is easy to understand and provides full source code.

Offline ReBirth
« Reply #8 - Posted 2012-11-26 01:07:30 »

Agreed with Longarmx, I used to learn from there.

Offline Mac70
« Reply #9 - Posted 2012-11-26 07:59:11 »

Why don't you start with the LWJGL wiki?
http://www.lwjgl.com/wiki/index.php?title=Main_Page

It covers very basic topics, but it is easy to understand and provides full source code.

I think this is best solution - I used to learn LWJGL from there, too.

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

JGO Coder


Medals: 5
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If you look closely, you might see it turning...


« Reply #10 - Posted 2012-11-26 09:47:33 »

I think here is a good place.  Grin

Smiley
Offline Varkas
« Reply #11 - Posted 2012-11-26 10:52:52 »

However, I am not interested (for now) in anything 3D. Is LWJGL too complex to learn just for 2D applications? How much work does it take to lay the foundation of a game in LWJGL vs. regular old Java? Should I just stick with the comfortable, familiar, Java 2D?

I managed to pick up the basics in a week, and created a foundation of a game using this code in about two weeks. I think it's well worth trying, and not harder than any other drawing API.

In this thread you can follow a bit of the story (from second half of the top posting):
http://www.java-gaming.org/topics/learning-opengl-lwjgl/27785/view.html

Although this is more like 3D, I actually started with 2D OpenGl example which just drew a flat square. And other than the lansdscape all the objects are billboard, so actually 2D, too.

if (error) throw new Brick(); // Blog (german): http://gedankenweber.wordpress.com
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