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Java lwjgl ball curved movements
Java lwjgl ball curved movements













  1. Java lwjgl ball curved movements mac os x#
  2. Java lwjgl ball curved movements mac os#
  3. Java lwjgl ball curved movements update#

With lwjgl2 backend I launch it on my retina primary monitor and set up the viewport to be in "points", not in pixels (I just divide it by two for now), because otherwise, all UI would be ridiculously small. Please reconsider, I'd very much like to know in my app whether the hi-dpi mode is active and if it is - what the pixel/point ratio is (to use Apple terminology). You have to accomodate a lot of different screen sizes anyways, which will just work for the 2x retina case as well. A specific flag that says "This is 2x retina" doesn't make a lot of sense imo. Regarding HDPI: we actually now report the real resolution of the framebuffer instead of the logical resolution via ()/getHeight().

  • If you use the multi-window API, understand that any Runnable you post via () may be executed in such a way that the statics in Gdx, like Gdx.graphics may point to a window other than the one for which the runnable was posted.
  • We may be able to fix both things to some extend.

    Java lwjgl ball curved movements mac os#

    On Mac OS X, you need to pass the JVM argument -XstartOnFirstThread when starting your app.

    java lwjgl ball curved movements

    Calling Swing/AWT stuff is thus not possible at the moment. GLFW and AWT don't play nice with each other.

    Java lwjgl ball curved movements update#

  • Make OpenALAudio thread-safe, put the update on a separate thread.
  • Lwjgl3Input will already call Graphics#requestRendering() in case new input events arrive
  • Non-continuous rendering in Lwjgl3Graphics.
  • Lwjgl3Input#getTextInput(), can't call into Swing/AWT.
  • Java lwjgl ball curved movements mac os x#

  • Mac OS X (potentially Windows and Linux too): glfwSwapBuffers doesn't block in windowed mode if app window is fully behind other window or minimized.
  • The Lwjgl3G元0 implementation is prepared, except for Lwjgl3G元0#glGetBufferPointerv We should only need to add that to Lwjgl3Application#createGlfwWindow. This makes mapping controller types impossible. There's a bug on Windows in GLFW, where all gamepads are reported by the same name. GLFW comes with its own controller API, should be simply to add that to the controllers extension.
  • Platform-specific multi-window API ( Lwjgl3Application#newWindow(ApplicationListener, int width, int height)/newWindow(ApplicationListener, DisplayMode)).
  • java lwjgl ball curved movements

    This needs to be covered via tools like PackR Should be resolved in GLFW, libGDX side does the proper thing. On Window (10) fullscreen switching doesn't work at all on HDPI monitors, need to test on normal monitors. Subsequent fullscreen -> fullscreen switches work as intended (but those use glfwSetWindowSize instead of creating a new window). clearColor has an effect, but rendering doesn't. On Mac OS X, the first windowed -> fullscreen switch fails in weird ways, e.g.

  • Clipboard support without AWT on Mac OS X.
  • Lwjgl3Input and Lwjgl3Graphics need to re-register all the GLFW callbacks in that case with the new window handle. window -> fullscreen), GLFW returns a new window handle. Note that when changing the screen mode (e.g. Just haven't gotten around implementing those.
  • Screen mode change related functions in Lwjgl3Graphics.
  • They are reported in logical coords, whereas Graphics reports framebuffer size now. Works out of the box on mac os x, but need to scale mouse coords accordingly.
  • Window refresh callback for nicer resize.
  • In your desktop launcher, simply replace LwjglApplicationConfiguration and LwjglApplication with Lwjgl3ApplicationConfiguration and Lwjgl3Application. Make sure gdxVersion is set to the latest snapshot version 1.7.3-SNAPSHOT.

    java lwjgl ball curved movements

    I take no credit for the creation of these sound effects.Compile ":gdx-backend-lwjgl3:$gdxVersion" The animation system then interpolates between these key frames dependent on their animation time.Īll sound effects in the video (which are currently all sound effects in the game) are taken from Bethesda Softworks "The Elder Scrolls IV: Oblivion".

    java lwjgl ball curved movements

    They can be defined in plain text animation files where you define key frames and pair them with animation times. The format for the ingame models is basically a plain text modelling script that allows you to define vertices and fetch them together to create triangular surfaces with the use of a text editor.Īlmost the same goes for the animations. Minecraft uses it), as it provides JOGL itself as well as bindings for OpenAL (which are libraries for generating 3D sound) and several interface libraries that enable the use of game controlers and other input devices.Ĭredit goes to all creators of the above. It is programmed in Java and uses the Java-bindings for OpenGL (JOGL) as well as the Lightweigth Java Gaming Library (LWJGL) which is a great library for developing Java based games (e.g. This is a demonstration video of a game engine I am working on.















    Java lwjgl ball curved movements