Hey,
I am making a simple wrapper for LWJGL that wraps some of the functionality to make it easier to use. Basically to make it into more of your traditional and preferred object-oriented format instead of many static function calls and un-conventional data types (Like ByteBuffer instead of byte[]).
Now the dilemma i am facing is how much should i move to correct people’s errors in using the library, the tossup being performance vs debugging ease.
For example, many of the GLFW window handling methods should only be ran on the main thread. I could check if the current thread is the main thread, but this is a little bit of an expensive call, not hugely, but a little bit.
I don’t want to go too bare bones, then people might as well just be using LWJGL directly, but i still want it to perform very well.
Just was wondering what other people thought was a good sweet spot between performance and convenience.