Results 1 to 2 of 2
Thread: Lightweight Java Game Library?
- 03-20-2012, 04:37 AM #1Member
- Join Date
- Feb 2012
- Rep Power
Lightweight Java Game Library?
I really want to get into Java game development, but when I try using already pre-made engines (jMonkey) that already have implemented lighting and physics and what not, I feel like I'm not learning enough. I feel like I just have to write a bunch of lines of code and only have a little bit of wiggle room. Example: to code a simple 3d cube in jMonkey, I have to first make a box and set the position of it, I then have to make this box a geometry object which gives it depth, and I THEN have to give it a material. The only code I get to change here is where the box is positioned, what color it is, how big it is and the type of material. Everything else is robotic, hackneyed code that I need to write every time in order for the program to work.
Can't I just have a simple coding engine which will allow me to import my own graphics and then go from there? No need to write repetitive code just to make a box that I don't even want?! I heard that that was what the LWJGL was. Is it really what I am looking for?
- 03-20-2012, 05:31 AM #2
- By Zman3359 in forum AWT / SwingReplies: 2Last Post: 08-19-2011, 05:19 AM
- By kennyman94 in forum Advanced JavaReplies: 1Last Post: 08-18-2011, 08:06 AM
- By mm-kk in forum AndroidReplies: 0Last Post: 03-20-2011, 03:00 PM
- By mm-kk in forum CLDC and MIDPReplies: 0Last Post: 03-20-2011, 02:54 PM
- By Java Tip in forum java.langReplies: 0Last Post: 04-09-2008, 06:42 PM