I’ve decided I want to use LWJGL for my game, but I need some help doing it. The game is a top-down 2D game, and well it’s really about finished, but for it to stand on its own as a PC game I need it to work quite a bit faster as Java2D just can’t cut it when it comes to translating translucent images all over the place. Even just plain tiling opaque images is too slow for my hopes.
Also, I want good sound, so I’m currently working through the OpenAL tutorials for this library and developing a tool to help me do that and it’s going very well.
What ISN’T going well is me figuring out how to use OpenGL for my game. Any set of example code I can find to use LWJGL for 2D is overwhelming to me, and I feel funny going through tutorials at NeHe because I’m never going to use anything I learn there with drawing 3D objects and wave transforms for them and all that. I just want a faster way to draw my sprites.
I have my game done in Java2D and Graphics2D.drawImage() calls all over the place. Now I want to be able to flip a toggle and go from that rendering method to an OpenGL rendering method, where I can draw all my sprites like I do but using all the speed advantages OpenGL can give me. Can someone help me out? I’m afraid I’m going to have to write a separate game just to get OpenGL rendering to work, when I just want it to be an augmentation of the working game I already have.
Thanks for any help or advice you guys can give me. If you want to check out the current stage of the game in an Applet form, go here (controls are listed in the Options menu):
http://www.gamelizard.com/test/rimscape.html
Can someone give me some hope on this project? I’ve spent two full days of code crunching trying to match ideas to make both methods work, and I’ve had almost completely 0 success. I’m in need of some serious help.