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  OpenGL based Java2D implementation  (Read 2496 times)
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Offline sma

Junior Devvie

« Posted 2003-04-13 06:56:51 »

The following might be interesting for developers of 2D games/LWJGL developers:

Agil2D is a reimplementation of (a large subset of) Java2D based on OpenGL (namely GL4J).  With a few exceptions, the performance seems to be much better. Especially text drawing got much slower, unfortunately. The implementation even supports Swing.

Here's the URL: (the HCIL is already well known for Jazz, a zooming UI framework or PhotoMesa, one of the coolest applications I've ever seen, using Jazz)

So whats about a LWJGL port of Agil2D? Wink

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Offline Matzon

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« Reply #1 - Posted 2003-04-13 07:08:35 »

Looks nice!
License is compatible - We have talked about doing a 2d engine for lwjgl too - this will have to be evaluated...

Though I know we wont be taking the awt/swing route... (lwjgl is currently awt/swing agnostic, and no plans to support it currently (doesn't make (much) sense for games))

Offline sma

Junior Devvie

« Reply #2 - Posted 2003-04-13 10:50:51 »

(lwjgl is currently awt/swing agnostic, and no plans to support it currently (doesn't make (much) sense for games))

Perhaps not for the kind of games you have in mind but in general, I'd find it quite useful to reuse Swing-UI knowledge to create UIs for certain kind of games. Swing needs AWT for the base window, its Graphics and events.  If Agil2D replaces the first, you'd only need a connection between raw mouse and keyboard events from LWJGL to Swing and you're done Smiley At least in theory...

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Offline javatypo

Junior Devvie

« Reply #3 - Posted 2003-04-13 21:01:15 »


i agree with Matzon. I dont think Awt/Swing should become supported by LWJGL.

If u make a gui set, make a custom one..

Offline princec

« JGO Spiffy Duke »

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« Reply #4 - Posted 2003-04-14 07:47:02 »

There's a bit more to AWT than just the rendering too of course - there's all that clever stuff for turning arabic characters into ligatures etc etc.

Cas Smiley

Offline erikd

JGO Ninja

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« Reply #5 - Posted 2003-04-14 08:04:00 »

I dont think Awt/Swing should become supported by LWJGL.

Aren't we talking about an add-on library, rather than built in features?
I doubt that I'd use such a library myself, but I also don't see any problems with it as far as LWJGL is concerned.


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