Hello, i install java, it’s interesting but i want to write 3D applications… So i downloaded Java3D, jMonkeyEngine… And i can’t work with them! Case there is no good tutors about Java3D and others… It’s easier to me to write on Clear OpenGL. But i can’t find it i’m using NetBeans. Where i can find JOGL libs? ???
You better don’t use JOGL. Simply because there are a lot more members here who can help you with LWJGL, but not JOGL. Download LWJGL here: http://www.lwjgl.org/
JogAmp (JOGL, JOCL, JOAL, Java binding for the OpenMAX API) is actively maintained and we really help all people who use our APIs. You can find Java 3D 1.6 pre daily here:
I can provide you a version of JMonkeyEngine 2.0 running with JOGL 1.1.1a, I used it in the past. I can port it to JOGL 2.0 if you really plan to use it. You can use Ardor3D with my renderer based on JOGL 2.0.
He asked where to find JOGL libs, you don’t answer his questions. When my computer has a problem, if I ask some help, I don’t expect from someone else to suggest me to buy another one immediately.
You’re welcome. Both LWJGL and JogAmp are actually sets of APIs, both contain a Java binding for OpenGL, OpenAL and OpenCL. LWJGL supports OpenGL-ES too in a separate branch (please can a contributor of LWJGL confirm that?) whereas JOGL 2.0 has an homogeneous support of both OpenGL and OpenGL-ES with both backward and forward compatible profiles when it is possible, it works fine under Android and any Linux ARM embedded devices too (PC sticks, high end smartphones, etc). LWJGL and JogAmp have their own AWT-free native windowing toolkit (NEWT for JogAmp). I have to be honest with you, almost no commercial games use JogAmp whereas it has a huge success in other kinds of applications, especially in scientific visualization. There are several good Java engines using OpenGL, most of them use LWJGL or both (LWJGL and JOGL). The JogAmp foundation has decided to provide ports of all renderers based on real users needs, i.e if you need a port, just ask for it and I’ll do so. Processing uses JOGL. Ardor3D and Java3D 1.6 pre daily have the best support of JOGL. We have more and more contributers, JogAmp will be even shown at Siggraph 2012 in Los Angeles. We are very excited because we have tons of very promising projects, a full hardware accelerated Java2D stack, curve and text rendering on the GPU, (maybe) support for Tizen and Firefox OS, JInput For JogAmp, etc… You can just look at JogAmp forum, I’m very active on it, I try to support a lot of projects, I have already helped teachers, engineers and students on long term projects. LWJGL community is very active but JogAmp community too (maybe a bit less), we are just less active here because of some problems of “behavior”, that’s why we prefer using our own forum. LWJGL IRC channel is very active too, I can’t deny that. Feel free to ask other questions.
Edit.: there are still some projects that we have not yet started because we are very busy with the slides and the demos for Siggraph, for example the support of OpenSL ES and the improvement of OpenALSoft support for JOAL.
Edit.2: I will probably write a tutorial about Java3D next month.
Edit.3: Our user guide has been updated, you should look at it first.
wow… thanks a lot!
So, if i want to create a game - it’s easier to use LWJGL… but if i want to create any other Application(not game) it’s better - JogAmp…
Am i right?
Actually, this is what some people wrongly think. Using LWJGL for games is as easy as JogAmp, some JogAmp nice features are a bit helpful for applications, for example the interoperability with AWT / Java2D and the curve and text rendering on the GPU.
If you plan to use JOGL and Java3D, you should look at the source code of Arabian Flights on Sourceforge.net.
Just export your models to Collada and import them with Ardor3D. Blender format is a bit difficult to support. What was wrong with the importers of Java3D?
The question of LWJGL or JogAmp is a big one.
In the end LWJGL and JogAmp are both almost equally “hard” to write for anything, because they both wrap OpenGL, which will be the most code you write.
The only difference between them is the organisation of the wrapping and the windowing managment (in the first place).
I’d suggest to try out both JogAmp and LWJGL, but only for looking how the window managment is working, and which one you like best. LWJGL has some static things going on there, to make it easier for newbes to get into programming with ogl.
JOGL has some more AWT-like window managment and a more Object oriented design.
And, [offtopic] hey whats goin on with you? 2 posts while writing this?
You can do almost the same thing with NEWT (JOGL) but without static methods (there is currently a lack of doc about that). The bug report 600 shows what we plan to do to improve multi-screen support.
JOGL contains some helpers for textures and FBO but you can do it in straight OpenGL with LWJGL too.
I attack nobody, I have nothing to hide. Multiple screens are already supported in NEWT but there are still a few things to fix, I prefer being honest.
N.B: You’re right about the difficulty. Using a binding for the OpenGL API is almost as hard as using straight OpenGL, you have to understand the concepts.
In my humble opinion, it is better to understand the low level APIs before using middle level APIs (Jzy3D for example) and high level APIs, it drives you much more autonomous even though it is harder but some people here prefer doing exactly the opposite, starting by using high level APIs and learning the lower level things later.
@zetsin Making 3D applications requires an important investment in time, don’t underestimate the difficulties and you should look at the video about scenegraph for dummies if you don’t really understand how it works. I used plain OpenGL for years but I use scenegraphs to avoid reinventing the wheel.
JMonkeyEngine3 has very good tutorials, one of the community members has even started doing video tutorials on certain subjects (3d maths and shaders) recently as well.