Entries Categorized as 'java'

LWJGL 2.0 Beta 1 released!

Date April 23, 2008

The official post from the LWJGL forums is available here.

LWJGL 2.0 changes
Major changes
* fmod and devil removed
* dropped support for windows 9x
* glu moved to lwjgl_util
* glu now uses buffers instead of arrays
* New Display.setParent() feature allows you to embed the Display into an existing AWT canvas.
For [...]

Slick is…slick?

Date February 9, 2008

While doing more research for LWJGL resources, I came across the Slick 2D game programming library for the Java language created by Kevin Glass. Bolted onto the Lightweight Java Gaming Library, Slick offers a very real solution to RAD game development. I mean, not only does LWJGL provide a fast path to game programming, but [...]

Fixed Function Geometry Pipeline

Date January 31, 2008

How a vertex becomes a pixel
In the graphics libraries of OpenGL and Direct3D (*pre-DirectX10), the
common method for learning how to properly compute the position, and
other properties, of a vertex has been through the implementation of
the Fixed Function Geometry Pipeline.
This is the main pipeline in which the graphics engine calculates the
proper rendering to a vertex in [...]

Cartesian Coordinate System

Date January 31, 2008

Everyone uses them!
In this tutorial, we’ll focus on the concept of a Coordinate System which is used as our very foundation for positioning every object that we need to draw. Whether we’re rendering a menu system, our player avatar, explosion sprites or
even our high score list, we’re taking advantage of the coordinate system to ensure [...]

Getting Started With LWJGL

Date January 26, 2008

Welcome to the first tutorial on using the Lightweight Java Game Library created by these Java wizards.
A lot of work has gone into the library to effectively create an environment within the Java runtime capable of supporting high speed access to the display and input devices that games rely on.