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Helios101

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« on: May 09, 2014, 04:49:49 am »
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« Last Edit: May 03, 2018, 05:23:00 am by Helios101 »

pdinklag

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Re: Incorporating OpenGL with JSFML
« Reply #1 on: May 12, 2014, 10:05:05 am »
Overkill posted a working example for LWJGL: http://en.sfml-dev.org/forums/index.php?topic=13740.0
There were (unresolved?) problems with the depth buffer it seems, but that shouldn't matter for 2D environments.

I also think that Groogy managed to get JSFML to work with JOGL, but I cannot find those posts back for some reason. Maybe he can post a short example somewhere for future reference. ;)
JSFML - The Java binding to SFML.

pdinklag

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Re: Incorporating OpenGL with JSFML
« Reply #2 on: June 10, 2014, 06:28:32 am »
LWJGL works very well for 3D environments, see Minecraft...

I'm honestly not sure what the better choice is, because when it comes to 3D, I'm not keen on any existing Java engine. LWJGL is used for Minecraft, so there you have a proof that it does work. 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.
JSFML - The Java binding to SFML.

gouessej

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Re: Incorporating OpenGL with JSFML
« Reply #3 on: July 25, 2014, 02:23:06 pm »
Hi

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, ...



There is an example of Minecraft-like game using a subset of Ardor3D with JogAmp here.


Salem


Megacorps Online (discontinued)


Jake 2


Cold Contract

JogAmp and LWJGL aren't Java engines but rather sets of low level bindings with some utilities and helper classes. LibGDX is a middle level API for 2D and 3D. Ardor3D, JMonkeyEngine, Java3D, 3DzzD, Xith3D, Aviatrix3D, ... are 3D engines written in Java.

Good luck.
« Last Edit: July 25, 2014, 02:26:33 pm by gouessej »
Julien Gouesse, responsible for engine support at the JogAmp community