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  LWJGL 3 - LMDB bindings  (Read 41453 times)
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Offline NegativeZero

JGO Kernel

Medals: 346
Exp: 1 month or less

Zero but not.

« Reply #30 - Posted 2016-06-09 09:58:34 »

What'll happen is that the world will largely divide into two camps, one camp being the World+Kitchen Sink camp (Spasi) and the other camp being the one-thing-done-well camp (me, and FWIW, Hydroque). We're all just tips of icebergs when it comes to sentiments but what will eventually happen is the kitchen sink camp will suffer from Magic Kebab Syndrome* and implode under the weight of unmaintained natives, and there will be someone who goes "bugger this I'm a gonna fork this" and boom! Schism. LWJGL3's core hives off and becomes a separate minimalist project and the whole effort is like watching waves break on the shore.

Cas Smiley

* Years ago, Chaz and I were horribly drunk and started speculating on what we'd like to eat, and eventually after many iterations we came up with the idea of a never ending kebab. That was fed to us by Michelle Pfeiffer. And so on. In other words, it was an endless spiral of additional fancies, each more improbable than the last.

In the end, after years of wars, a World+Kitchen Sink boy will fall in love with a one-thing-done-well girl. Against all odds, through their love they bring peace to the world and everyone lives happily ever after.

Except Bob. f**k that guy.
really hoping no one here is called Bob

Opens in cinemas 2019.

Offline Ecumene

JGO Kernel

Medals: 200
Projects: 4
Exp: 8 years

I did not hit her! I did not!

« Reply #31 - Posted 2016-06-09 16:17:00 »

Hey guys can I get some medals for bashing Hydroque too? It seems pretty trendy now... What a guy am I right?  persecutioncomplex

Also, I believe LWJGL should be a super-library with bindings to everything game development... Honestly that's easier to develop/maintain for than 20+ different libraries all shipping with native code

Offline Spasi
« Reply #32 - Posted 2016-06-17 19:24:42 »

Progress update:

Needs a lot more work, but all tests and demos run fine.

The resulting binaries are roughly 2x the original lwjgl.dll size, because the CRT is statically linked in every module. It shouldn't be a problem if only a subset of them is used. Some may be merged into the core library, they're tiny without the CRT. For example JAWT and jemalloc add about 1kb to lwjgl.dll, but are 83kb and 84kb standalone (note: this is just for the JNI functions, not the libraries themselves). The corresponding modules will still be optional.
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Offline KaiHH

JGO Kernel

Medals: 765

« Reply #33 - Posted 2016-06-17 22:06:41 »

As part of issue #100 there is now a working Maven structure, supporting modules, their dependencies and even defining groups of frequently used modules as "starter" kits/bundles.
So, all LWJGL3 modules will be deployed to Maven Central with their module description.
In addition to allowing Maven/Gradle users to easily integrate LWJGL3 into their projects, this is also the groundwork for the LWJGL "Starter Kit" / "Initializr" application, allowing to fully automatically discover, download and repackage selected LWJGL3 artifacts/modules using the Eclipse Aether project. Tested this today with discovering, resolving/downloading and repackaging/flattening a group of artifacts into a single jar, for example for packing all platform natives of all selected modules into a single "platforms" jar file for faster/easier download or deployment.
Ultimately, users will be given a web UI to select modules and then all artifacts and bundles will be packaged into a zip file and streamed as download.
Offline CoDi^R
« Reply #34 - Posted 2016-06-17 23:39:29 »

Very cool! Keep 'em coming! Cool

Robotality - steamworks4j - @code_disaster - codi^r @ #java-gaming
Offline Hydroque

JGO Coder

Medals: 25
Exp: 5 years

I'm always inspiring a good time.

« Reply #35 - Posted 2016-06-18 03:45:57 »

In addition to allowing Maven/Gradle users to easily integrate LWJGL3 into their projects, this is also the groundwork for the LWJGL "Starter Kit" / "Initializr" application, allowing to fully automatically discover, download and repackage selected LWJGL3 artifacts/modules using the Eclipse Aether project.

I know this isn't on the side of development of applications/games, not on the side of actual build of LWJGL3, but...

I remember back when I was playing around with Panda3D using python.
I remember back when I was playing around with DirectX using C++.

These two had sample programs with information on how to things such as rendering, audio, FBO-like stuff, and more. It included all necessary assets and commented code. I've never seen one for OpenGL, let alone LWJGL as per its bindings.

Just an idea, though we do have a lot of online resources. I found that the offline resources were better... as per could actually run them. A lot of things now-a-days are outdated and the purpose would be demonstrating latest technique.

I think there is a pro to this when it comes to more things being distributed from LWJGL3. The so called "test" games, such as space invaders (which my jar never packaged the assets), was a good contribution. I am not entirely sure what samples there are packaged with LWJGL3, but I would want to, as per the dependency project goes, request a package containing such things and I would be happy to code the samples... yes without my "ideas".

And don't reply hate or discouragement. Only constructive discussion  Pointing persecutioncomplex

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

You think I haven't been monitoring the chat? is a compilation <3
Offline KaiHH

JGO Kernel

Medals: 765

« Reply #36 - Posted 2016-06-18 17:46:43 »

I think your post can be summarized by:
  "I would like to contribute examples to show how to use modern OpenGL."
We could have a "starters" module that references all available example projects (which can be deployed by anyone anywhere on a Maven repository) to let the user choose from when bootstrapping a new LWJGL3 application. Managing the "starters" could be a way to centralize all possible LWJGL3 demos in the future, so that users would have less trouble finding LWJGL3/OpenGL examples on the internet. (formulated in issue #199 and issue #201)
When the user downloads a LWJGL3 build, the sources of the selected starter will then be packaged as part of the distributable.
Your example could be one of them! Smiley
Offline Spasi
« Reply #37 - Posted 2016-06-25 18:10:27 »

Build 3.0.1 #6 is now available with modular artifacts. More details and progress update here.

This is what you get with the current structure:

Offline Spasi
« Reply #38 - Posted 2016-08-25 14:26:39 »

Modular maven artifacts are now available in the snapshot repository. More details and a request for feedback, here (you may also reply in this thread if you prefer).
Offline basil_

« JGO Bitwise Duke »

Medals: 418
Exp: 13 years

« Reply #39 - Posted 2016-08-25 17:46:15 »

sweet, just in time. thanks alot. Smiley
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Offline Spasi
« Reply #40 - Posted 2016-09-14 19:03:08 »

The new download page is now live. The build configurator is still under development, but Maven & Gradle script generation is working for the nightly build. Any feedback would be greatly appreciated!
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