I used openGL and java3D before and now I want to use openGL in ava. I noticed that there is a GL4Java and it seems still active. Could anyone tell me the difference between JOGL and GL 4java?
Thank you very much.
wz
I used openGL and java3D before and now I want to use openGL in ava. I noticed that there is a GL4Java and it seems still active. Could anyone tell me the difference between JOGL and GL 4java?
Thank you very much.
wz
GL4Java is well and truly dead - it hasn’t been updated for years. If you want fast, console style game environment, use LWJGL and its set of GL bindings. If you need AWT/Swing intergration like that provided by GL4Java, go for Jogl instead.
If you don’t know which one you need, toss a coin. ;D
Actually JOGL should work equally well for fast console style game development…
The main differences appear to have to do with the abilty to use AWT, which will pull in a lot more classes and such… affecting startup time… reducing the ability to use native compilers like JET, etc. This in turn may affect distribution methods, as download sizes are currently likely to be larger with JOGL than with LWJGL.
If you aren’t concerned with using JET and your game will be distributed on CDs, I would probably go with JOGL. If you want to make the smallest possible download, and are considering using JET or Gnu tools for native compilation… LWJGL is the best way to go.
Thanks!
I am new to game/animation and have questions about some basics. What does one frame mean? How to find out how many frame per second an application runs at?
wz
In actuality there should be no noticable performance difference between the two. The difference between the two is largely functional. LWJGL seeks to strip off as many dependencies on AWT whereas JOGL provides this functionality. Other than that, a GL binding is a GL binding - though LWJGL is most assuredly more supported at the moment and more ‘complete’ from a get running perspective.