Dear LWJGL users,
I'm excited to announce that LWJGL 3.0a is ready to be released. Please, if you've got the time,
download the current nightly build (#45) and give it a spin. If no problems are reported, it will be promoted as the first official release.
Latest noteworthy changes:
- Java methods now have the same postfixes as the corresponding native functions (see
this thread for details).
- Updated the GLFW and OpenAL Soft binaries to the latest versions. LibFFI is on 3.1.1, newer revisions are still broken on MSVC.
- Added support for the Objective-C Runtime. With the existing LibFFI bindings, you now have a (disgustingly horrible) way to use Cocoa APIs, if you have to.
- Added support for libOVR, the C API of the Oculus Rift SDK. The bindings are up-to-date with the recently released 0.5.0.1-beta SDK.
- The build is now "modular", which means that if you decide to manually build LWJGL, you have the option to include or exclude any bindings you like. For example, if you never use OpenCL, you can exclude it from the build. Currently, the default build includes all modules, except libOVR.
- There's been much effort to simplify the build process and make it easier for contributors to get started. The IntelliJ project should now work out-of-the-box. If you're a Rift user and would like to build LWJGL with libOVR enabled, all you have to do is extract the Oculus SDK somewhere and point to it in config/build-modules.xml.
- The dynamically linked libraries that LWJGL must load at runtime have all been moved to the same location (see
this discussion). The old "/os/arch/" structure is now gone. The x64 binaries are simply named (e.g. lwjgl.dll, OpenAL.dll), while the x86 binaries have a "32" postfix (e.g. lwjgl32.dll, OpenAL32.dll).
Features coming soon:
- Gradle build + Maven deployment
- Mantle bindings
Features coming later:
- Support for all (still relevant) OpenGL extensions
- EGL and OpenGL ES bindings
- Vulkan bindings (when the spec is released)
- D3D12 bindings
There will be a post on the LWJGL blog with more details.