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LWJGL 1.0 Released

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Offline Matzon

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LWJGL 1.0 Released
« on: February 04, 2007, 22:31:55 »
Yay!

finally at the big 1.0.
Due to some weird errors, I have been unable to tag the 1.0 release. It was build from revision 2737.

grab it here:
http://sourceforge.net/project/showfiles.php?group_id=58488

As always, consider donating if you use LWJGL.

This marks the beginning of an unstable period where we plan some big changes, stay tuned for more.
« Last Edit: April 30, 2007, 21:16:04 by Matzon »

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Offline mot

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Re: LWJGL 1.0 Released
« Reply #1 on: February 05, 2007, 03:15:57 »
Congratulations and big thanks to all LWJGL developers & contributors!
Tom Andrle - Catnap Games - http://www.catnapgames.com

Re: LWJGL 1.0 Released
« Reply #2 on: February 05, 2007, 04:19:35 »
w00t!!!!!!
  ;D ;D ;D ;D ;D ;D ;D
=-=-=-=-=-======-=-=-=-=-=-
http://www.tommytwisters.com

Re: LWJGL 1.0 Released
« Reply #3 on: February 05, 2007, 05:04:56 »
Yea!!!

Re: LWJGL 1.0 Released
« Reply #4 on: February 05, 2007, 06:41:45 »
Great news, great work ... let's keep Java rollin'!

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Offline princec

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Re: LWJGL 1.0 Released
« Reply #5 on: February 05, 2007, 11:20:47 »
Hurrah! Many many thanks to all who have contributed :)

Cas :)

Re: LWJGL 1.0 Released
« Reply #6 on: February 05, 2007, 18:14:05 »
Yeah!!!!! 8)
Thanks to all the devs who have been working hard to get this release done :D
Programmers will, one day, rule the world... and the world won't notice until its too late.Just testing the marquee option ;D

Re: LWJGL 1.0 Released
« Reply #7 on: February 05, 2007, 19:39:30 »
w00t!  ;D

On a slightly related note; given that the GL class was removed since it was basically just fluff, whats the plans for the vector classes? Given that the plans for SIMD (etc.) math ops are forgotten (I assume) are they going to be removed sometime soon as well?

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Offline Matzon

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Re: LWJGL 1.0 Released
« Reply #8 on: February 05, 2007, 19:46:27 »
I personally have no plans to remove those, since I assume quite a few use those?
I would still love some simd action, but it really does require some in-depth knowledge, and is probably somewhat fragile.

Re: LWJGL 1.0 Released
« Reply #9 on: February 05, 2007, 22:12:51 »
Well the vector classes are (IMHO) quite clunky to use, and I suspect most people have their own versions of the vector classes. On the other hand they're functional and tiny. Including them smells a bit like the "and the kitchen sink" approach that Jogl takes (not a good one IMHO), as they're not really "enabling technology".

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Offline Matzon

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Re: LWJGL 1.0 Released
« Reply #10 on: February 05, 2007, 22:21:58 »
I generally agree, however if everybody has their own, why hasn't anyone done some proper vecmath lib (free) ?

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Offline oNyx

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Re: LWJGL 1.0 Released
« Reply #11 on: February 06, 2007, 03:56:23 »
I used the vector stuff quite a lot actually. Simply because I was too lazy to look for something else.

Re: LWJGL 1.0 Released
« Reply #12 on: February 06, 2007, 14:06:20 »
I use the LWJGL Vector library *a lot*. It is very useful and I would *love* to see it expanded to include 'n' size square matrices and vectors.
I usually write routines only if I need certain specific ones for a specific purpose(IE: Guassian elimination).

Congratulations on version 1.0. I've been waiting for this for a long time.
May I inquire into the nature of the "big changes"? I'm quite interested in what would be added/changes considering LWJGL's beautiful nature is it's size and simplicity.

EDIT: It just hit me, the big changes are related to OpenGL 2.1 and the new object model and the like?
« Last Edit: February 06, 2007, 14:08:03 by K.I.L.E.R »

Re: LWJGL 1.0 Released
« Reply #13 on: February 06, 2007, 17:02:24 »
2.1 is already out and supported by LWJGL, the new object model is 3.0...

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Offline Matzon

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Re: LWJGL 1.0 Released
« Reply #14 on: February 06, 2007, 19:33:37 »
In the interrest of getting it out in the open, and because not *everybody* is on irc://irc.freenode.net/lwjgl (god knows why, its the BEST channel out there ::))

some of the big changes that we have talked about are:
Making LWJGL completely multithread safe (or something like that)
Reason: elias mentioned him wanting to do that... and it seems to be more and more relevant

Removing support for fmod
Reason: Our version is only fmod 3. Its not completely free. Module and ogg support is provided by IBXM and jorbis. Fmod4 support is done by some other guy (swig based, yuck :-*)
May or may not replace this with a simple api to do it all (prefer not, since we would basically be replicating slick - but it would be nice to have a complete package for game development, instead of getting 4325425 packages - your opinion?).

Removing support for Devil
Reason: Devil is annoying to handle natively and the features it does bring is easily replicated in Java.
People only really use Devil because of its speed, afaik? - maybe its possible to make a fast image loader in Java. Maybe provide tools to preprocess images into something that can be loaded fast?

Another planned update is OpenAL 1.1 support though it's not part of the big changes thing.