LWJGL Forum

Programming => Lightweight Java Gaming Library => Topic started by: spasi on November 14, 2014, 00:36:59

Title: New LWJGL site
Post by: spasi on November 14, 2014, 00:36:59
The new LWJGL site (http://www.lwjgl.org/) and blog (http://blog.lwjgl.org/) are now live. Enjoy!
Title: Re: New LWJGL site
Post by: ra4king on November 14, 2014, 08:53:04
The stable build link for LWJGL 3 is broken. It throws an error in XML.
Title: Re: New LWJGL site
Post by: spasi on November 14, 2014, 08:56:03
Thanks, fixed.
Title: Re: New LWJGL site
Post by: erlend_sh on November 14, 2014, 13:52:23
Looks great, stellar work guys! Like the logo as well; works nicely as a favicon.
Title: Re: New LWJGL site
Post by: TheBoneJarmer on November 14, 2014, 19:31:48
Hey

I'm not certain if you are currently working on it, but I cannot see any text.
Title: Re: New LWJGL site
Post by: apostolos on November 14, 2014, 19:52:20
Quote from: TheBoneJarmer on November 14, 2014, 19:31:48
Hey

I'm not certain if you are currently working on it, but I cannot see any text.
Can you try again please?
Title: Re: New LWJGL site
Post by: TheBoneJarmer on November 14, 2014, 20:34:33
Yes, I can see it now. :) The site looks amazing! It really has matured a lot! I just have a couple of questions though. How much do I have to change to my code in order to get it to work with LWJGL3? I cannot find a complete overview for that but a guide with differences between version 2 and 3 would be nice.
Title: Re: New LWJGL site
Post by: spasi on November 14, 2014, 20:46:34
More info will be added when the first official 3.0a is released, but for now, the biggest changes are related to the windowing system. The Display class and all input APIs are gone and have been replaced by GLFW. So, you probably want to get familiar with that API first, it's quite easy to get started.

Missing functionality includes OpenGL ES (and EGL), integration with Java windowing systems (parent to Canvas is gone, no applets, no JavaFX) and the util package.

GLFW can do anything LWJGL 2 could, except setting the window icon at runtime, which is coming soon. It can also do much more (http://www.glfw.org/docs/latest/news.html) that LWJGL 2 couldn't.
Title: Re: New LWJGL site
Post by: TheBoneJarmer on November 14, 2014, 21:12:40
Well, I started to learn OpenGL a couple of weeks ago and I really came far so just creating my own Display and Input classes is no problem. In fact, I think it is better this way. Now everyone can design their classes the way they prefer. So I guess it should not be that hard. ^^ But what is OpenGL ES for? Is it used for mobile games?
Title: Re: New LWJGL site
Post by: spasi on November 14, 2014, 21:15:09
Yes, it's used by all kinds of embedded systems, including mobile devices.
Title: Re: New LWJGL site
Post by: iamcreasy on November 15, 2014, 19:08:08
I am new to lwjgl. What's the improvement of lwjgl 3 over 2?

Kudos for the hard work.
Title: Re: New LWJGL site
Post by: Xpe on November 16, 2014, 16:43:14
Hi, I'm new to forum but I'm always behind scene checking for updates.

I current have a simple Swing (with docking frames lib) editor with multiple lwjgl2 canvas and wonder if Javafx is still planned for v.3.

If JavaFx still planned do you think mixing Swing and Javafx will work out ?



Title: Re: New LWJGL site
Post by: iamcreasy on November 17, 2014, 01:56:05
Quote from: iamcreasy on November 15, 2014, 19:08:08
I am new to lwjgl. What's the improvement of lwjgl 3 over 2?

Kudos for the hard work.

Found it. Source : https://github.com/LWJGL/lwjgl3/wiki/1.2.-Why-a-new-version

Why a new version

The LWJGL version 2 project is currently facing several issues that either require too much effort to be resolved, or simply cannot be fixed:
Title: Re: New LWJGL site
Post by: spasi on November 17, 2014, 11:15:42
Quote from: iamcreasy on November 17, 2014, 01:56:05Found it. Source : https://github.com/LWJGL/lwjgl3/wiki/1.2.-Why-a-new-version

Thank you iamcreasy. I've now added links to the Roadmap and Why-a-new-version on the LWJGL site.

Quote from: Xpe on November 16, 2014, 16:43:14I current have a simple Swing (with docking frames lib) editor with multiple lwjgl2 canvas and wonder if Javafx is still planned for v.3.

If JavaFx still planned do you think mixing Swing and Javafx will work out ?

Hey Xpe. I would love to have JavaFX integration in LWJGL 3 (not sure if you've seen this (https://github.com/Spasi/LWJGL-FX)), but I'm afraid it's not a priority right now. The technical hurdles remain and I'm not sure if it's worth investing in an implementation that we know won't perform well. There are a two viable solutions:

- Oracles decides to expose implementation details. This would be ideal, but I don't think it'll ever happen.
- We hack our way inside JavaFX, expose the details ourselves via reflection/etc. This could work (with a lot of pain I imagine), but it will necessarily be only compatible with particular JDK releases. A nightmare for maintenance.

Mixing JavaFX with Swing depends on how the above is implemented. No way to tell now. In any case, I would advice against it, JavaFX and AWT/Swing are entirely different beasts.
Title: Re: New LWJGL site
Post by: Xpe on November 17, 2014, 14:13:12
Quote from: spasi on November 17, 2014, 11:15:42
Quote from: iamcreasy on November 17, 2014, 01:56:05Found it. Source : https://github.com/LWJGL/lwjgl3/wiki/1.2.-Why-a-new-version

Thank you iamcreasy. I've now added links to the Roadmap and Why-a-new-version on the LWJGL site.

Quote from: Xpe on November 16, 2014, 16:43:14I current have a simple Swing (with docking frames lib) editor with multiple lwjgl2 canvas and wonder if Javafx is still planned for v.3.

If JavaFx still planned do you think mixing Swing and Javafx will work out ?

Hey Xpe. I would love to have JavaFX integration in LWJGL 3 (not sure if you've seen this (https://github.com/Spasi/LWJGL-FX)), but I'm afraid it's not a priority right now. The technical hurdles remain and I'm not sure if it's worth investing in an implementation that we know won't perform well. There are a two viable solutions:

- Oracles decides to expose implementation details. This would be ideal, but I don't think it'll ever happen.
- We hack our way inside JavaFX, expose the details ourselves via reflection/etc. This could work (with a lot of pain I imagine), but it will necessarily be only compatible with particular JDK releases. A nightmare for maintenance.

Mixing JavaFX with Swing depends on how the above is implemented. No way to tell now. In any case, I would advice against it, JavaFX and AWT/Swing are entirely different beasts.

Hi spasi, thanks for clarification.

I had made a simple libgdx port with your demo (here (http://www.badlogicgames.com/forum/viewtopic.php?f=17&t=14024)) but didnt go further because of performance overhead you said in notes.

I'm really looking forward for lwjgl3 with GLFW 3.1 stuff ^^

Maybe by the time 3.1 is released there will be a solution to use it with a GUI framework.
Title: Re: New LWJGL site
Post by: 4ster on November 19, 2014, 15:48:55
Hey!
Just registered to the forums to leave a big THANKS here!

I really appreciate that LWJGL3 has reached that point :D
I'm looking forward to cool projects, already beginned one with LWJGL2, but yeah I needed things like multiple windows^^

So again thanks to Spasi and all other who worked on this! Don't stop! :)

4ster
Title: Re: New LWJGL site
Post by: jmguillemette on November 27, 2014, 07:26:06
With the removal of the math library.. is there an intent to make a new libary for that? or are we expected to make our own Matrix4f implementation moving forward?

Im about 40% done a new game and am debating about refactoring to the new codebase. :)]

thanks
j.
Title: Re: New LWJGL site
Post by: Kai on November 27, 2014, 09:17:44
There is javax.vecmath (which is part of Java3D, but can be downloaded separately) and also "gwt-vecmath" at https://code.google.com/p/gwt-vecmath/ (https://code.google.com/p/gwt-vecmath/) which has served me very well in the past, imho.

It supports vector, matrix and quaternion classes and all operations are designed to not allocate any memory, but write into "out" parameter structures.
Title: Re: New LWJGL site
Post by: Evil-Devil on May 04, 2015, 10:33:35
Great work on the new website layout. Like that polished appearance :)