Ok I fixed it Thanks.
Thanks for all the replies.
I think I’m going to try Slick for now. It did take 3 hours to get it up and running (haven’t got the applet working yet) but I do like the acceleration. So far there is a bit of a learning curve but not so steep. I’ll put up my WIP in a week or so.
I like Java2D because no one has to turn over full control of their computer to run an online game.
But it turns out that JOGL doesn’t require permissions which is pretty cool…
That’s quite awesome.
Does it means that by default, if you are running a JOGL application, this application has access to all your computer resources or you can still chose to just run it in the sandbox?
No, it just means that you can use JOGL APIs without signing your applet. Grr.
Cas
this was AFAIK always the case. Now users with 6u10 or later can run your JOGL applet/webstart app without a security dialog since JOGL was signed with an cert which is apparently on the JRE’s whitelist.
That’s so unfair to LWJGL.
That’s like including Internet Explorer on Windows. Perhaps LWJGL team can sue Sun for killing the competition for giving JOGL an advantage.
ehe…he
Or maybe ask sun if they can white list the LWJGL cert
// Json
Maybe, maybe not.
tbh, the idea of a whitelisted cert is wrong - regardless of the whole jogl/lwjgl issue.
They should drop this feature immediately.
Its so easy to crash an OpenGL driver - which could potentially open up buffer exploits from simple applets.
IMO, only java2d should be able to run without the warning - and fullscreen mode should be updated to work in a safe way.
The real fix, is to make sure that the dialog people are presented with does not scare them - which the current one does.
Is it really that simple to crash a driver? And is it really possible to get a buffer exploit out of it? Some investigation perhaps warranted. I’d say it’s pretty watertight from what I’ve seen of drivers in the last 5 years.
Cas
Well there’s nothing you have to sign for googles Javascript 3d stuff.
yes, just search the forums for native crashes that contain i915_dri.so, nvoglnt.dll, atioglxx.dll
The fact that you have a native crash is troublesome in itself - whether it can be exploitet is way out of my territory. However, my rule of thumb is that if you can crash it - it can probably be exploited.
It’d have to be a pretty clever sploit and a pretty clever crash and it’d also be restricted to a very very very small user group… I’d put the risk level lower than using a browser on the internet.
Cas
If your looking into 3D, I highly suggest JOGL over LWJGL. JOGL is an official part of java produced by sun, and will give you a firm understanding of OpenGL.
LWJGL is still an active project, but my understanding is that it was created before JOGL was, and was originally meant to provide an interface to OpenGL… which is obviously deprecated now that JOGL exists as an offical JSR.
According to the changelogs, LWJGL was started August 6, 2002.
The first of anything from JOGL I can find is from Saturday, September 6, 2003.
The latest stable LWJGL release was March 23, 2009, and the latest commit is from today.
The latest stable JOGL release was May 22, 2008, and the latest commit is from today.
First is that a 2002 versus 2003 is not a big difference at all, plus typically older projects are better, in my experience, as long as they are frequently updated.
Second is that both projects are obviously being updated frequently, even though JOGL hasn’t seen a new release in over a year.
Third and most important is that the two packages have completely different goals:
[quote=JOGLSite]The JOGL project hosts the development version of the Java™ Binding for the OpenGL® API (JSR-231), and is designed to provide hardware-supported 3D graphics to applications written in Java. JOGL provides full access to the APIs in the OpenGL 2.0 specification as well as nearly all vendor extensions, and integrates with the AWT and Swing widget sets. It is part of a suite of open-source technologies initiated by the Game Technology Group at Sun Microsystems.
[/quote]
[quote=LWJGLSite]The Lightweight Java Game Library (LWJGL) is a solution aimed directly at professional and amateur Java programmers alike to enable commercial quality games to be written in Java. LWJGL provides developers access to high performance crossplatform libraries such as OpenGL (Open Graphics Library) and OpenAL (Open Audio Library) allowing for state of the art 3D games and 3D sound. Additionally LWJGL provides access to controllers such as Gamepads, Steering wheel and Joysticks. All in a simple and straight forward API.
[/quote]
JOGL clearly is an OpenGL binding, whereas LWJGL is clearly a library. That in itself is a big difference , aside from the fact that JOGL’s objective is clearly just to enable OpenGL use with Java and LWJGL’s use is clearly to make game writing work better within Java, and it just so happens that part of the best way to do this was to provide an OpenGL binding.
So, can we stop this LWJGL vs JOGL crap now? Just use what you want to use.
Thanks. Yeah, I’m not looking into 3d. maybe next year. I do like the fact you learn opengl with jogl. That was one of my considerations actually. I’m only making 2d game for the next year or so. I’m also more interested in the games than the tech, so long is it is fast and stable.
Right now I’m using SLICK. I must say I’m impressed with most things. The learning curve was actually faster than I imagined. I’m not that happy with the editor but working around things. I’ve basically gone from 33 fps to over 600, so it solved my smoothing problems. It will also solve my sound issues which I have no interest in working out on my own. The timer is also excellent.
The other thing I think would be good is the path find although I don’t need it for my next two games.
I am pretty sure that neither binding will give you an advantage of getting a firm understanding of OpenGL - thats what the OpenGL Red Book is for …
[quote=“Gedden,post:26,topic:33565”]
No, LWJGL is a GAME library - and as such includes gfx (OpenGL), sound (OpenAL) and input (JInput).