SJGL (Now on GitHub!)

DarkCart, I don’t want to demotivate you but in my humble opinion, writing a library based on OpenGL whereas you’re a beginner while expecting others to use it is a bad idea. If it’s just for fun or for learning purpose, then don’t expect other developers to use it (and I agree with CopyableCougar4’s comment). I don’t discourage you to make games, even with poor graphics like most of mine.

Don’t look at it as negative feedback. Look at it as a list of things to do. No offense, you’re still quite new at this stuff and a lot of us have more experience than you. We know more about designing these things, what is successfull/what’s not, the features that are needed to make or break a good game library etc… If this feedback puts you off then you need to develop a thicker skin for yourself because none of us are being rude or mean, we are trying to help because your library has some bizzare designs and WILL be slow. Taking our advice would only result in a faster, better library.

Don’t worry, I kind of got the same for my game engine although I thought it was pretty good…
Sometimes I just have the bad habit of thinking of the best…

I think everybody likes to think that their stuff is the best. However, let’s be realistic. Much of the software that is all around considered good is created by people with 15+ years of experience in the industry that know what makes software good. Even I have fallen into the trap of thinking my software is good and watching it crumble into scattered class files.

My thoughts: just enjoy making software for the learning, and when you have industry experience, then make those great products. Also, game libraries are usually infinitely harder to make than games, because they have to be flexible. By no means stop doing what you’re doing, just don’t expect everybody to love your first try.

Spreading realistic thoughts one post at a time :),
CopyableCougar4

Writing code that gets stuff done is easy.
Writing code that other people can use to get stuff done is hard.

If you’re trying to make a library before you’ve had decent experience actually making games isn’t going to get you anywhere.
I don’t like the “reinventing the wheel” analogy, but it kinda fits here. If you try to invent a new wheel without knowing that a wheel is meant to roll, you’re probably going to make a square.

Whether you use Java2D or OpenGL is up to you, but anyone doing serious gamedev will need the performance of OpenGL.

Also, don’t prefix things with gl. It’s widely accepted as referring to OpenGL functions. Making it mean otherwise is not a good idea.

Edit: I agree with opiop. If you’re going to write code and expect others to use it, expect them to complain about things that are wrong.

I’m not sure what to relplace gl[Blahblahblah] with. Seemed natural to put gl in front of it, as I’ve been using OpenGL lately. Now I think it may not have been the best choice (Thanks, HeroesGraveDev). Do you guys have any better suggestions, as I can think of one right off the top of my head.

How about [icode]sjgl[Something][/icode]?

Nice, I love it. Thanks.

Btw, when I run the demo, I can’t see any images. All i can see is the minicraft text :’(

Pretty sure I packed the image files with the .zip file, if not, tell me.

You did… But it still wont come on screen

Strange. Not sure what’s wrong then ???

Have you tried running from the console? Perhaps it’s not finding the images.

How do i run from console?

  1. cd C:\Users[Username]\Downloads
  2. java -jar Demo.jar (forgot what I called it)

The problem is: You didnt put a jar in the zip, only a exe

Uhm, there shouldn’t be a .exe file there, only the .jar and .png files.

Is that so…

Oh nevermind, its a jar file ;D

Don’t scare me like that :stuck_out_tongue: