OpenGL based Java2D implementation

The following might be interesting for developers of 2D games/LWJGL developers:

Agil2D is a reimplementation of (a large subset of) Java2D based on OpenGL (namely GL4J). With a few exceptions, the performance seems to be much better. Especially text drawing got much slower, unfortunately. The implementation even supports Swing.

Here’s the URL: http://www.cs.umd.edu/hcil/agile2d/index.shtml (the HCIL is already well known for Jazz, a zooming UI framework or PhotoMesa, one of the coolest applications I’ve ever seen, using Jazz)

So whats about a LWJGL port of Agil2D? :wink:

Looks nice!
License is compatible - We have talked about doing a 2d engine for lwjgl too - this will have to be evaluated…

Though I know we wont be taking the awt/swing route… (lwjgl is currently awt/swing agnostic, and no plans to support it currently (doesn’t make (much) sense for games))

[quote](lwjgl is currently awt/swing agnostic, and no plans to support it currently (doesn’t make (much) sense for games))
[/quote]
Perhaps not for the kind of games you have in mind but in general, I’d find it quite useful to reuse Swing-UI knowledge to create UIs for certain kind of games. Swing needs AWT for the base window, its Graphics and events. If Agil2D replaces the first, you’d only need a connection between raw mouse and keyboard events from LWJGL to Swing and you’re done :slight_smile: At least in theory…

sweet…

i agree with Matzon. I dont think Awt/Swing should become supported by LWJGL.

If u make a gui set, make a custom one…

There’s a bit more to AWT than just the rendering too of course - there’s all that clever stuff for turning arabic characters into ligatures etc etc.

Cas :slight_smile:

[quote]I dont think Awt/Swing should become supported by LWJGL.
[/quote]
Aren’t we talking about an add-on library, rather than built in features?
I doubt that I’d use such a library myself, but I also don’t see any problems with it as far as LWJGL is concerned.

Erik