LWJGL 3 - Nuklear bindings

As part of the effort to add a useful GUI solution to LWJGL (see #101), the first LWJGL 3.0.1 build includes bindings to Nuklear, a minimal state immediate mode GUI toolkit. It is similar to imgui, but with a C API.

This is an experimental binding. Please post any impressions or problems you might have here (or open an issue on Github).

Is this another alternative of Display.class? I hope it is.

I created this cool gui system for my GUI needs inside the engine. It draws two triangles as a quad and i structured with a Lua backend. It works very well, is very lightweight, and very comparable to the system at Roblox but with more efficiency.

Basically it goes you create a box then you render stuff to it, for each button you render a box. Each box CAN have callbacks for when the user clicks it. It doesn’t directly provide a click manager because it accepts requests when someone clicks. There is also hover. The best part is you don’t even need to add events.

Shameless unreleased advertising x)

This is not a new ‘Display.class’, this is a freakin GUI system built in right into LWJGL3; Did you even read what Nuklear is?!
Also, your post is 90% ‘shameless advertising’.
/rant

Finally a quick-and-dirty GUI solution for LWJGL!
This is going to be very useful for prototyping.

Hmmm … IME GUI toolkits are never quite as trivial as they look. I wouldn’t recommend this become part of “core” LWJGL but it’d be a welcome bolt-on library. That said… it would maybe just be better off as an entirely separate project dependent on LWJGL3? After all, Nuklear is going to be doing its own thing with releases.

Cas :slight_smile:

[quote=“princec,post:4,topic:57145”]
The 3.0.1 release will have a solution for #100. The LWJGL core and most of the “heavyweight” bindings (including Nuklear) will be separate artifacts.