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 JOGL - Java Open Graphics Library
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rizzix




PostPosted: Wed Sep 17, 2003 8:17 pm   Post subject: JOGL - Java Open Graphics Library

Those interested in creating 3D games in java the JOGL library is the official library cooked up by SGI and Sun for the java programming language. Although java was seldom used to create full-fledge games such as the C and C++ programming languages was used it can now. The two companies decided on creating an official library especially after the advances in the improvement of speed of the JVM.

Anyways the JOGL dosen't just run through the JVM. They really are wrapper classes around native libraries. So speed isn't reallly an issue here. You get native speed. Also some more good news: the JOGL is not techinically truely OO, the reason for this is portability. Yes it is designed so it's easier for games written in C to be ported to java.

Now some really cool stuff we can do. Like create JOGL games for you palmtop, or maybe even applets (not to sure on this, but if it is possible to create JOGL applets, then it most certainly requires the "person" loading the applet to first download and install the JOGL classes first).

To use JOGL you'll need a bit of knowledge on AWT (GUI stuff), and check out this site for a bit more details: http://today.java.net/pub/a/today/2003/09/11/jogl2d.html

you can download JOGL form here: https://jogl.dev.java.net/servlets/ProjectDocumentList

Have Fun!

BTW: if you didn't already know, the OpenGL api is written in C not C++. But since C++ is a superset of C, let's just say it works.
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Tony




PostPosted: Wed Sep 17, 2003 9:13 pm   Post subject: (No subject)

so how would JOGL compare to OpenGL? Quality and syntax wise.
Latest from compsci.ca/blog: Tony's programming blog. DWITE - a programming contest.
rizzix




PostPosted: Thu Sep 18, 2003 3:14 pm   Post subject: (No subject)

it's the same thing. it's wrapper classes over OpenGL libraries.
as i said for portability reasons the syntax is not so very OO. it tends to be similar to C's OpenGL.

but not completely similar. i mean there is a slight difference (it is slightly OOP, java forces you, can't help it). but those who have at-least a basic knowledge in at leas AWT if not SWING, will have no problem using it. But of course you need to know OpenGL.

One cool thing about JOGL you get a javadoc on the api. now i'm not sure if you've actually used the javadoc on api's before (if you've looked up the online documentation on the standard java packages, you have), but they are really VERY useful. So it helps if you want to try new stuff without tutorials.

as far as quality goes. that may not reach "tweaked" opengl apps performance. not that it isin't possible. You also have to keep in mind that now instructions for input devices flow through the JVM to the native libraries, and back to the JVM to the output devices, hence there will be some sort of lag (probably) in some very intensive games.

one more thing you need to keep i mind: the project is rather new, give it a little time to mature.
loganelvald




PostPosted: Sun Mar 29, 2009 1:45 am   Post subject: RE:JOGL - Java Open Graphics Library

Sounds interesting.
I'll have to take a look into this.
[Gandalf]




PostPosted: Sun Mar 29, 2009 4:46 am   Post subject: RE:JOGL - Java Open Graphics Library

loganelvald, please don't necro-post on topics that are almost 6 years old (?!) when you have no additional contribution to the topic. Thanks.

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