kandi background
Explore Kits

lwjgl3 | Java library that enables crossplatform access | Game Engine library

 by   LWJGL Java Version: 3.3.0 License: BSD-3-Clause

 by   LWJGL Java Version: 3.3.0 License: BSD-3-Clause

Download this library from

kandi X-RAY | lwjgl3 Summary

lwjgl3 is a Java library typically used in Telecommunications, Media, Media, Entertainment, Gaming, Game Engine applications. lwjgl3 has no vulnerabilities, it has build file available, it has a Permissive License and it has medium support. However lwjgl3 has 87 bugs. You can download it from GitHub, Maven.
LWJGL (https://www.lwjgl.org) is a Java library that enables cross-platform access to popular native APIs useful in the development of graphics (OpenGL/Vulkan), audio (OpenAL) and parallel computing (OpenCL) applications. This access is direct and high-performance, yet also wrapped in a type-safe and user-friendly layer, appropriate for the Java ecosystem. LWJGL is an enabling technology and provides low-level access. It is not a framework and does not provide higher-level utilities than what the native libraries expose. As such, novice programmers are encouraged to try one of the frameworks or game engines that make use of LWJGL, before working directly with the library. LWJGL is open source software and freely available at no charge. If you'd like to contribute, see doc/README for a quick overview of the project structure, installation instructions and configuration options.
Support
Support
Quality
Quality
Security
Security
License
License
Reuse
Reuse

kandi-support Support

  • lwjgl3 has a medium active ecosystem.
  • It has 3638 star(s) with 530 fork(s). There are 169 watchers for this library.
  • There were 1 major release(s) in the last 12 months.
  • There are 43 open issues and 541 have been closed. On average issues are closed in 200 days. There are 6 open pull requests and 0 closed requests.
  • It has a neutral sentiment in the developer community.
  • The latest version of lwjgl3 is 3.3.0
lwjgl3 Support
Best in #Game Engine
Average in #Game Engine
lwjgl3 Support
Best in #Game Engine
Average in #Game Engine

quality kandi Quality

  • lwjgl3 has 87 bugs (2 blocker, 2 critical, 47 major, 36 minor) and 92626 code smells.
lwjgl3 Quality
Best in #Game Engine
Average in #Game Engine
lwjgl3 Quality
Best in #Game Engine
Average in #Game Engine

securitySecurity

  • lwjgl3 has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
  • lwjgl3 code analysis shows 0 unresolved vulnerabilities.
  • There are 68 security hotspots that need review.
lwjgl3 Security
Best in #Game Engine
Average in #Game Engine
lwjgl3 Security
Best in #Game Engine
Average in #Game Engine

license License

  • lwjgl3 is licensed under the BSD-3-Clause License. This license is Permissive.
  • Permissive licenses have the least restrictions, and you can use them in most projects.
lwjgl3 License
Best in #Game Engine
Average in #Game Engine
lwjgl3 License
Best in #Game Engine
Average in #Game Engine

buildReuse

  • lwjgl3 releases are available to install and integrate.
  • Deployable package is available in Maven.
  • Build file is available. You can build the component from source.
  • Installation instructions are available. Examples and code snippets are not available.
  • lwjgl3 saves you 1451882 person hours of effort in developing the same functionality from scratch.
  • It has 631098 lines of code, 90746 functions and 4278 files.
  • It has high code complexity. Code complexity directly impacts maintainability of the code.
lwjgl3 Reuse
Best in #Game Engine
Average in #Game Engine
lwjgl3 Reuse
Best in #Game Engine
Average in #Game Engine
Top functions reviewed by kandi - BETA

kandi has reviewed lwjgl3 and discovered the below as its top functions. This is intended to give you an instant insight into lwjgl3 implemented functionality, and help decide if they suit your requirements.

  • Check if the extents are available .
  • Formats the constants for the constants .
  • Creates a capabilities object for the given ALC function .
  • Configure the properties .
  • Creates the capabilities for the WGL window .
  • Setup debugging debug message .
  • Gets extract path .
  • Generate native module info classes .
  • Internal routine to compare 64 bits .
  • Flush matches .

lwjgl3 Key Features

Wiki

Release Notes

JavaDoc

Blog

Forum

Slack (click this to join)

Discord

How to render a LWJGL game scene to a ByteBuffer?

copy iconCopydownload iconDownload
ByteBuffer bb = org.lwjgl.system.MemoryUtil.memAlloc(width * height * 4);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, bb);
// Test with stb_image to write as jpeg:
// org.lwjgl.stb.STBImageWrite.stbi_flip_vertically_on_write(true);
// org.lwjgl.stb.STBImageWrite.stbi_write_jpg("frame.jpg", width, height, 4, bb, 50);
org.lwjgl.system.MemoryUtil.memFree(bb);

Loading generated texture data is inconclusive in Libgdx/Lwjgl

copy iconCopydownload iconDownload
dataBuf = ByteBuffer.allocateDirect(Float.BYTES * 4 * width * height).asFloatBuffer();
dataBuf = ByteBuffer.allocateDirect(Float.BYTES * 4 * width * height).order(ByteOrder.LITTLE_ENDIAN).asFloatBuffer();
-----------------------
dataBuf = ByteBuffer.allocateDirect(Float.BYTES * 4 * width * height).asFloatBuffer();
dataBuf = ByteBuffer.allocateDirect(Float.BYTES * 4 * width * height).order(ByteOrder.LITTLE_ENDIAN).asFloatBuffer();

How to prevent GLFW window from showing up right in creating?

copy iconCopydownload iconDownload
GLFW.glfwWindowHint(GLFW.GLFW_VISIBLE, GLFW.GLFW_FALSE);

window = GLFW.glfwCreateWindow(width, height, title, 
    isFullscreen ? GLFW.glfwGetPrimaryMonitor() : 0, 0);

Object is rotating weidly when using JOML

copy iconCopydownload iconDownload
float[] vertices = {
        -0.5f, 0.5f, -1f,
        -0.5f, -0.5f, -1f,
        0.5f, -0.5f, -1f,
        0.5f, 0.5f, -1f
};
float[] vertices = {
        -0.5f, 0.5f, 0f,
        -0.5f, -0.5f, 0f,
        0.5f, -0.5f, 0f,
        0.5f, 0.5f, 0f
};
-----------------------
float[] vertices = {
        -0.5f, 0.5f, -1f,
        -0.5f, -0.5f, -1f,
        0.5f, -0.5f, -1f,
        0.5f, 0.5f, -1f
};
float[] vertices = {
        -0.5f, 0.5f, 0f,
        -0.5f, -0.5f, 0f,
        0.5f, -0.5f, 0f,
        0.5f, 0.5f, 0f
};

how to use JOML to simulate OpenGL like Model, View Matrices on 3D projection to 2D plane?

copy iconCopydownload iconDownload
tempvec = tempvec.mul(projectionMatrix);
cube4f[i][j] = new Vector4f(
    tempvec.x / tempvec.w,
    tempvec.y / tempvec.w,
    tempvec.z / tempvec.w,
    1.0f);
Vector4f tempvec = new Vector4f(cube3f[i][j], 1.0f).mul(modelMatrix);
-----------------------
tempvec = tempvec.mul(projectionMatrix);
cube4f[i][j] = new Vector4f(
    tempvec.x / tempvec.w,
    tempvec.y / tempvec.w,
    tempvec.z / tempvec.w,
    1.0f);
Vector4f tempvec = new Vector4f(cube3f[i][j], 1.0f).mul(modelMatrix);

Window resize doesn't effect contents

copy iconCopydownload iconDownload
glfwSetWindowSizeCallback(window, new GLFWWindowSizeCallback() {
        @Override
        public void invoke(long window, int argWidth, int argHeight) {
            resizeWindow(argWidth, argHeight);
        }
});
private void resizeWindow(int argWidth, int argHeight) {
    glViewport(0, 0, argWidth,argHeight);

    adjustProjectionMatrix(width, height); // recalculating projection matrix (only if you are using one)
}
if (Display.wasResized()) {
    GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight());

    adjustProjectionMatrix(Display.getWidth(), Display.getHeight()); // only if you are using one
}
-----------------------
glfwSetWindowSizeCallback(window, new GLFWWindowSizeCallback() {
        @Override
        public void invoke(long window, int argWidth, int argHeight) {
            resizeWindow(argWidth, argHeight);
        }
});
private void resizeWindow(int argWidth, int argHeight) {
    glViewport(0, 0, argWidth,argHeight);

    adjustProjectionMatrix(width, height); // recalculating projection matrix (only if you are using one)
}
if (Display.wasResized()) {
    GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight());

    adjustProjectionMatrix(Display.getWidth(), Display.getHeight()); // only if you are using one
}
-----------------------
glfwSetWindowSizeCallback(window, new GLFWWindowSizeCallback() {
        @Override
        public void invoke(long window, int argWidth, int argHeight) {
            resizeWindow(argWidth, argHeight);
        }
});
private void resizeWindow(int argWidth, int argHeight) {
    glViewport(0, 0, argWidth,argHeight);

    adjustProjectionMatrix(width, height); // recalculating projection matrix (only if you are using one)
}
if (Display.wasResized()) {
    GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight());

    adjustProjectionMatrix(Display.getWidth(), Display.getHeight()); // only if you are using one
}

Why is the data parameter in Gl.BufferSubData() method of OpenGL.NET an IntPtr?

copy iconCopydownload iconDownload
var data = new float[] { ... };
Gl.BufferSubData(BufferTarget.ArrayBuffer, new IntPtr(0), (uint)(4 * data.Length), data);
IntPtr unmanagedPointer = Marshal.AllocHGlobal(size);
Marshal.Copy(..., 0, unmanagedPointer, size);
Gl.BufferSubData(BufferTarget.ArrayBuffer, new IntPtr(0), size, unmanagedPointer);
Marshal.FreeHGlobal(unmanagedPointer);
-----------------------
var data = new float[] { ... };
Gl.BufferSubData(BufferTarget.ArrayBuffer, new IntPtr(0), (uint)(4 * data.Length), data);
IntPtr unmanagedPointer = Marshal.AllocHGlobal(size);
Marshal.Copy(..., 0, unmanagedPointer, size);
Gl.BufferSubData(BufferTarget.ArrayBuffer, new IntPtr(0), size, unmanagedPointer);
Marshal.FreeHGlobal(unmanagedPointer);

Skybox does not show textures

copy iconCopydownload iconDownload
glEnable(GL_TEXTURE_CUBE_MAP);

Community Discussions

Trending Discussions on lwjgl3
  • Noob question using legacy LWJGL with canvas
  • How to render a LWJGL game scene to a ByteBuffer?
  • LWJGL - difference between GL15 & GL30
  • Loading generated texture data is inconclusive in Libgdx/Lwjgl
  • How to control the frame rate of my LWJGL window int LWJGL3?
  • How to prevent GLFW window from showing up right in creating?
  • Object is rotating weidly when using JOML
  • I am getting a 'NoClassDefFoundError'
  • how to use JOML to simulate OpenGL like Model, View Matrices on 3D projection to 2D plane?
  • Window resize doesn't effect contents
Trending Discussions on lwjgl3

QUESTION

Noob question using legacy LWJGL with canvas

Asked 2022-Mar-23 at 00:25

Just installed libGDX & android studio yesterday. My boss wants to use libGDX & javaFX (for UI) together in a project.

My assumptions: It sounds like I can do that by using a canvas. LWJGL3 does not support a canvas backend. So i need to use the legacy LWJGL2

My question: How in an existing project do I add legacy support and the libraries?

My current compile is failing with: error: package com.badlogic.gdx.backends.lwjgl does not exist import com.badlogic.gdx.backends.lwjgl.LwjglAWTCanvas

ANSWER

Answered 2022-Mar-23 at 00:25

There are instructions here for migrating from lwjgl2 to lwjgl3, so you can follow them in reverse.

Basically, change your module's dependency from com.badlogicgames.gdx:gdx-backend-lwjgl3 to com.badlogicgames.gdx:gdx-backend-lwjgl and change your launcher class to use LwjglApplication instead of Lwjgl3Application. The associated application configuration class works a bit differently, too. It uses public fields instead of setter methods.

Source https://stackoverflow.com/questions/71572187

Community Discussions, Code Snippets contain sources that include Stack Exchange Network

Vulnerabilities

No vulnerabilities reported

Install lwjgl3

As of version 3.1.0, LWJGL is distributed as a set of modules. Only the core module is required and all bindings are optional (but some bindings depend on other bindings). The easiest way to download LWJGL is to use the build configurator on the website. The build configurator generates Maven & Gradle declarations that can be added to existing projects. This is the easiest way to use LWJGL while developing.
lwjgl-<module>.jar
lwjgl-<module>-sources.jar
lwjgl-<module>-javadoc.jar
lwjgl-<module>-natives-<platform>.jar (for some bindings)
Linux x64
Linux arm64 (ARMv8/AArch64)
Linux arm32 (ARMv7/armhf)
macOS x64
macOS arm64
Windows x64
Windows x86
Windows arm64
Samples (simple samples covering basic usage of LWJGL bindings)
Demo suite (includes advanced OpenGL and Vulkan demos)
Wiki tutorials

Support

Most common issues faced by LWJGL users are trivially addressed with the following:. LWJGLX/debug is a Java Agent that will automatically detect a lot of these issues. It can also generate a trace log that's useful when reporting issues to LWJGL. When asking for help or when you suspect a bug in LWJGL, preparing an MVCE (Minimal, Complete, and Verifiable example) that reproduces the issue will improve the chances of a quick and useful response.

DOWNLOAD this Library from

Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from
over 430 million Knowledge Items
Find more libraries
Reuse Solution Kits and Libraries Curated by Popular Use Cases

Save this library and start creating your kit

Share this Page

share link
Compare Game Engine Libraries with Highest Support
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from
over 430 million Knowledge Items
Find more libraries
Reuse Solution Kits and Libraries Curated by Popular Use Cases

Save this library and start creating your kit

  • © 2022 Open Weaver Inc.