Howdy! (and "help")

Hi,

I have recently come to find LWJGL and it looks very promising. I’m currently in the process of prototyping a game and I was thinking that it might be possible to do with LWJGL. I enjoy Java, plus I work on both Linux and MacOS X, so it looks like a wonderful fit.

Anyway, I’m currently running things on an older RH 7.x box, and so I am having trouble trying to run some of the examples to verify my configuration works (which, obviously, it doesn’t)… It looks like the prebuilt binaries link against versions of libstdc++ that I don’t have, so I was thinking it would be a simple matter to build the source myself (also, since I’ll need to do that on my Mac).

But, for the life of me, I can’t really figure out how the build system is configured. I found some sparse make files and even a build.xml, but that’s all in CVS and not in a snapshot…

Do I need to pull down the CVS tree to build from scratch? If so, how do I need to configure it for it to be built? Will I need to retrieve OpenAL separately and build a .so for it, too?

Sorry for jumping right in and asking so many questions, but I’m just so confused… ;D

-daniel

My suggestion is to upgrade to rh 8 or 9 ;).

But if you insist, here is a (probably incomplete) list:

  1. Fetch openal from cvs at opensource.creative.com
    2.Go into the linux dir at do a ./autogen.sh && ./configure && make && make install. Tecnically you don’t need openal to use lwjgl because the lib is dynamically loaded when needed, but you need the openal header files to compile lwjgl from source.
  2. Fetch lwjgl from cvs.
  3. Go into src/native and do a ./autogen.sh && ./configure && make. Nw src/native/.libs contains liblwjgl.so* which can be copied to whereever I need them. I usually place them in /usr/java/j2sdk1.4.1_02/jre/lib/i386.
    5 Go back to the lwjgl checkout directory and do an ant package. The lib/ dir now contains lwjgl.jar to be included in your lwjgl program classpaths. You’ll need ant to do this of course.

Hope that helps,

  • elias