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Java / Re: JOGL and JSFML
« on: July 25, 2014, 02:30:53 pm »
DarrenKelly, choose your profile carefully, the default one isn't always the best suited.
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JOGL seems to be for scientific purposes. Correct me if I'm wrong, but I haven't seen JOGL being used for games so far.You're wrong as I already said here. JogAmp (JOGL, JOAL, JOCL) is used for games too, for example Salem, Poxnora, Cold Contract, ...
I did experiment with LWJGL a little in the past. LWJGL is much better known than JOGL in the independent scene. It was clearly made with game development in mind, but it's a fully functional OpenGL, OpenAL and OpenCL binding for Java. JOGL is rather used in professional applications, I believe.
In any event, I'd like both LWJGL and JOGL to work with JSFML so you can do custom rendering.
I'd be extremely happy if JOGL and LWJGL were supported.The best way of getting some help from JogAmp maintainers doesn't consist in disparaging any JogAmp API. JogAmp contains fully functional Java bindings for OpenGL, OpenGL-ES, OpenAL (it supports OpenAL-Soft too), OpenCL (both in desktop and mobile environments, under Android too). JogAmp is used both in games (the MMORPG Salem, Poxnora, ...) and in other kinds of applications. Most major middle and high level APIs for 2D & 3D rendering support JogAmp. In my humble opinion, promoting our main competitor when someone simply asks for help isn't very professional and ethically incorrect.