I’m writing the above right now - I need something very lean and simple which shoehorns JOGL into being a more well-behaved OOP affair but WITHOUT changing the fact that all the OGL calls look just like C (hence LWJGL is not an option).
FYI I’m doing some source code for Games Programming Gems 5 where I need to demonstrate some GUI stuff with OpenGL in a way that C programmers will be happy with but which is “good” Java.
Anyway, I’ve got a basic framework working quite nicely (I’ve tried to do this about 3 times before with JOGL) and just wondered if I’m re-inventing the wheel? Has someone else got a simple framework, something akin to providing the developer with Cas’s “simple example LWJGL game loop” he posted a while back which is very short and lets you just slot in OpenGL stuff BUT is not going to have to be ripped out and replaced as soon as your app gets complicated (e.g. I need modular rendering, modular startup, etc)?
If not, I’ll keep going, and once I’ve got the source for the book done (deadlines fast approaching!) I’ll do a tutorial for the framework (which will be pretty short!) and slap it up on the web.
But…I would appreciate any general design comments - especially advice and/or thoughts on designs to avoid - to try and make it as usable as possible before I spend hours on it :).