LWJGL - Le Bottin des Jeux Linux

LWJGL

Specifications

Title: LWJGL Type: Tool
Genre: Development Status:
Category: Development ➤ Framework & Tool ➤ Misc. Commercial:
Tags: Development; Multi-platform; LWJGL engine; Java; Library; 3D VR Demo:
Released: Latest : 3.2.3 / Dev : Bff5900 Package Name: liblwjgl-java
Date: 2020-09-24 Extern Repo:
License: BSD Repo: Debian
Perspective: Third & First person Package: ✓
Visual: 3D Binary: ✓
Pacing: Real Time Source: ✓
Played: Single & Multi PDA:
Quality (record): 5 stars Quality (game):
Contrib.: Goupil & Louis ID: 13757
Created: 2013-08-10 Updated: 2020-10-01

Summary

[fr]: Une bibliothèque Java fournissant les outils facilitant l'accès aux bibliothèques standards de plus bas niveaux que sont OpenGL (Open Graphics Library), OpenAL (Open Audio Library) et OpenCL (Open Computing Language), afin de faciliter le développement de jeux en Java. Ce n'est pas un framework, elle ne fournit pas d'utilitaires de plus haut niveau que ce que les bibliothèques natives exposent. [en]: A Java library providing tools to facilitate access to standard libraries of the lowest levels, like OpenGL (Open Graphics Library), OpenAL (Open Audio Library) and OpenCL (Open Computing Language), to facilitate the development of Java games. It is not a framework, it does not provide higher level utilities than what the native libraries expose.

Videos

Quelques exemples de jeux / Some examples of games (Showcase) :

Links

Website & videos
[Homepage] [Dev site] [Features/About] [Screenshots] [Videos t ts gd id r lp ht d d d d g g[fr] g[de] g[ru] g[pl] g[cz] g[sp] g[pt] g[it] g[tr] g] [WIKI] [FAQ] [RSS] [Changelog 1 2 3]

Commercial : [Support their work (Donate)]

Resources
• (empty)
Technical informations
[Open Hub] [Projects Using LWJGL (LWJGL 2)] [Game Engines and Libraries Using LWJGL (LWJGL 2)]

Social
Devs (LWJGL Team [fr] [en]) : [Site 1 2] [twitter] [YouTube] [Interview 1 2]
Game : [Blog] [Forums] [twitter] [YouTube]

On other sites
[Wikipedia (Lightweight Java Game Library) [fr] [en]]
[Debian]

Reviews


News / Source of this Entry (SotE) / News (SotN)
[Changes with v. 3.2.3 (20190901)] [phoronix (20170515)]

Description [fr]

Une bibliothèque permettant de faciliter le développement de jeux en Java, par la LWJGL Team.

LWJGL (pour Lightweight Java Game Library) est une bibliothèque Java fournissant les outils facilitant l'accès aux bibliothèques standards de plus bas niveaux que sont OpenGL (Open Graphics Library), OpenAL (Open Audio Library) et OpenCL (Open Computing Language), afin de faciliter le développement de jeux en Java. Ce n'est pas un framework, elle ne fournit pas d'utilitaires de plus haut niveau que ce que les bibliothèques natives exposent.
LWJGL fournit aussi les accès à des contrôleurs tels que les Gamepads, les volants et joysticks.

Utilisé par ces jeux / Used by these games : Age of Conquest, Altitude, Bang! Howdy, Blocks That Matter, Droid Assault, Grappling Hook, Illarion, jClassicRPG, JMugen, JPCSP, jScrabble3D, Just Tactics, Lavirinto3d, Mad Skills Motocross, Minecraft, Operation Storm Front, Project Zomboid, RanaRemake, Resistance Force, Revenge of the Titans, Slam Soccer 2006, Sokobano, Spiral Knights, Starsector, Titan Attacks!, Towns, Tribal Trouble, Tribal Trouble 2, Typhoon, Ultratron, Wakfu, Wurm Online,

Utilisé par ces moteurs & bibliothèques / Used by these engines and libraries : JMonkeyEngine, LibGDX, Slick2D,


LWJGL est une bibliothèque Java qui permet l'accès multiplateforme aux API natives populaires utiles dans le développement d'applications graphiques (OpenGL), audio (OpenAL) et d'informatique parallèle (OpenCL). Cet accès est direct et performant, mais également couvert par une couche sécurisée et conviviale, adaptée à l'écosystème Java.

LWJGL est une technologie habilitante et offre un accès de bas niveau. Ce n'est pas un framework et ne fournit pas d'utilitaires de plus haut niveau que ce que les bibliothèques natives exposent. En tant que tel, les programmeurs débutants sont encouragés à essayer l'un des frameworks ou moteurs de jeux qui utilisent LWJGL, avant de travailler directement avec cette bibliothèque.

LWJGL est un logiciel open source et librement disponible sans frais.


Vous recherchez LWJGL 2 ?

LWJGL 3 est un nouveau départ et LWJGL 2 est son prédécesseur. LWJGL 2 a été utilisé dans la création de dizaines de jeux, y compris des titres tel que Minecraft de Mojang et Revenge of the Titans de Puppygames. Il est également utilisé dans des moteurs de jeux populaires, tel que libGDX et jMonkeyEngine.

Description [en]

LWJGL is a Java library that enables multi-platform access to popular native APIs useful in the development of graphics (OpenGL), 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.



Looking for LWJGL 2?

LWJGL 3 is a fresh start and LWJGL 2 is its predecessor. LWJGL 2 has been used in the creation of dozens of games, including titles like Minecraft by Mojang and Revenge of the Titans by Puppygames. It is also used in popular game engines, like libGDX and jMonkeyEngine.

Features

☑ Low-level Bindings

Direct access to OpenGL, OpenCL, OpenAL, GLFW and other native APIs with uncompromised performance and a Java-friendly binding layer.

☑ Open Source

LWJGL is available under a BSD license. Visit our GitHub repository to monitor progress, report issues and even contribute with your own code!

☑ Built-in Documentation

Get great auto-complete and inline documentation without leaving the comfort of your favorite IDE.

☑ multi-platform

Write your game or application once, deploy on Windows, Mac, Linux.

☑ Community

Need help? Our forum is a great place to seek a solution. Up for a chat? Drop by our IRC channel
(#LWJGL on freenode).

☑ GLFW Bindings

Create multiple windows, handle user input (keyboard, mouse, gaming peripherals) and manage contexts. Also features multi-monitor support, clipboard access, file drag-n-drop, and much more.

☑ VulkanTM Bindings

A new generation graphics and compute API that provides high-efficiency, multi-platform access to modern GPUs used in a wide variety of devices from PCs and consoles to mobile phones and embedded platforms.

☑ OpenCLTM Bindings

The ultimate standard for multi-platform parallel programming on any hardware. LWJGL supports all OpenCL versions (including the latest 2.1 specification) and many useful extensions.

☑ OpenAL Bindings

multi-platform multichannel three-dimensional positional audio. A powerful API for music playback and audio effects. ALC and many extensions are also supported.

☑ OpenGL® Bindings

Everything you need to create exciting 2D and 3D graphics. LWJGL supports all OpenGL versions (including the latest 4.5 specification), all ARB, Khronos, and OS-specific extensions ever released and dozens of popular vendor-specific extensions. If your favorite extension is missing, ask for it and it will be added in no time!

☑ OpenGL® ES Bindings

A royalty-free, multi-platform API for full-function 2D and 3D graphics on embedded systems - including consoles, phones, appliances and vehicles. It consists of well-defined subsets of desktop OpenGL, creating a flexible and powerful low-level interface between software and graphics acceleration.

☑ EGLTM Bindings

An interface between Khronos rendering APIs such as OpenGL ES or OpenVG and the underlying native platform window system. It handles graphics context management, surface/buffer binding and rendering synchronization and enables high-performance, accelerated, mixed-mode 2D and 3D rendering using other Khronos APIs.

☑ LibOVR Bindings (beta)

Create exciting virtual reality experiences with LibOVR, the API of the Oculus VR SDK.

☑ Objective-C Bindings

Use the Objective-C Runtime to interface your JVM application with Cocoa APIs on macOS.

☑ Customization & Utilities

Use libffi to call functions from any native library, use jemalloc for efficient and tunable memory management, use the stb collection of libraries for texture loading, font rendering and much more.