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Only because there are no native OpenGL bindings for Java from Khronos, hence LWJGL.
by pjmlp 4mo ago
Only because there are no native OpenGL bindings for Java from Khronos, hence LWJGL.
- sarchertech 4mo agoI don't have any experience with Java game development, but I was under the impression that LWJGL provided more than just OpenGL bindings.
- pjmlp 4mo agoIt is indeed a bit like using SDL, however pure OpenGL bindings like JOGL have seen better days. Also, if you are doing a game in Java, you also need bindings for sound APIs, and other ones that traditionally only care about C, thus you end up with something like LWJGL anyway.
- pdpi 4mo agoWell, it's more than just OpenGL bindings mostly because it's bindings for a bazillion other things too. Just look at the javadoc[0]. The non-binding stuff in there is just utilities to make the bindings at least somewhat idiomatic in Java. In practice, LWJGL games are almost always just GLFW games, which I would still qualify as being pretty damn close to "from scratch". 0. https://javadoc.lwjgl.org https://javadoc.lwjgl.org