lwjgl-basics | : wrench : LibGDX/LWJGL tutorials and examples | Game Engine library

 by   mattdesl Java Version: Current License: No License

kandi X-RAY | lwjgl-basics Summary

kandi X-RAY | lwjgl-basics Summary

lwjgl-basics is a Java library typically used in Gaming, Game Engine applications. lwjgl-basics has no bugs, it has no vulnerabilities and it has medium support. However lwjgl-basics build file is not available. You can download it from GitHub.

lwjgl-basics is a minimal shader-based library for 2D LWJGL sprite games. It provides essential utilities for handling textures, shaders, and sprite rendering. For a large game project, a platform like LibGDX may be more suitable. The source code is hosted on GitHub.
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            kandi-support Support

              lwjgl-basics has a medium active ecosystem.
              It has 1804 star(s) with 191 fork(s). There are 196 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 8 open issues and 3 have been closed. On average issues are closed in 905 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of lwjgl-basics is current.

            kandi-Quality Quality

              lwjgl-basics has 0 bugs and 0 code smells.

            kandi-Security Security

              lwjgl-basics has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              lwjgl-basics code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              lwjgl-basics does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

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              lwjgl-basics releases are not available. You will need to build from source code and install.
              lwjgl-basics has no build file. You will be need to create the build yourself to build the component from source.
              lwjgl-basics saves you 1628 person hours of effort in developing the same functionality from scratch.
              It has 3616 lines of code, 401 functions and 30 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed lwjgl-basics and discovered the below as its top functions. This is intended to give you an instant insight into lwjgl-basics implemented functionality, and help decide if they suit your requirements.
            • Creates a program with the specified attributes
            • Fetch the attributes
            • Fetch all available uniforms from the program
            • Parses the specified font file
            • Parse a line
            • Compiles a shader from the given source
            • Convert a shader type to a string
            • Sets a projection matrix to a projection matrix
            • Bind to all vertices
            • Starts the rendering
            • Disposes this FBO
            • Sets the pixel data to the given array
            • Binds the FBO buffer
            • Returns true if an active attribute exists
            Get all kandi verified functions for this library.

            lwjgl-basics Key Features

            No Key Features are available at this moment for lwjgl-basics.

            lwjgl-basics Examples and Code Snippets

            No Code Snippets are available at this moment for lwjgl-basics.

            Community Discussions

            Trending Discussions on lwjgl-basics

            QUESTION

            OpenGl blurring
            Asked 2020-Nov-16 at 09:30

            I'm using libgdx and want to make a common Gaussian blur post-processing effect. Following this guide I faced some issues with texture filtering. Here the images:

            actual image:

            blurred with radius = 1:

            blurred with radius = 5:

            In the simplest case, I just have a transparent frame buffer object with some objects rendered to it. Then I need to apply some shader effects to this, basically only blur and then render the result to the screen. I also want to adjust the blur radius, but if I set the radius to more than 1 it becomes looking very rough. Guess it should be used with some linear filtering, but it isn't here. So I just need the same effect applied with a soft blur and configurable radius, maybe some other shader-sided options. And I've also tried to explicitly assign Linear filtering to FBO textures, which doesn't change anything.

            Fragment shader:

            ...

            ANSWER

            Answered 2020-Nov-16 at 09:30

            From what I see you are not doing Gaussian blur at all...

            Gaussian blur on image is convolution between image and Gaussian weighted matrix of resolution 1+2*r where r is radius of your blur. So outputted color should be weighted sum of all pixels up to distance of r from the targeted pixel.

            What you are doing is just weighted sum of 9 pixels regardless of the radius that is wrong (in my optinion) as you should sum up ~6.28*r*r pixels instead. So I would expect 2 nested for loops instead ...

            Here a small GLSL example I just busted together:

            Source https://stackoverflow.com/questions/64837705

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

            Vulnerabilities

            No vulnerabilities reported

            Install lwjgl-basics

            You can download it from GitHub.
            You can use lwjgl-basics like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the lwjgl-basics component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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