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domstyledesign

JOGL vs LWJGL vs ????

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so i want to write some platform independent ogl apps. however, i don't want to use glut, sdl, or the similar. i've got experience in java, and i heard about the ogl binding for java. i know that java is slower than c++ by nature... but the bottle neck for most 3d apps is at the gpu, right? since ogl is still being used for hardware accel... how bad will the speed difference be? has anyone done any benchmarks? personal experience? [Edited by - domstyledesign on November 11, 2004 12:03:25 AM]

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interesting... i read the intro and about pages... but why do you personally recommend lwjgl?

although LWJGL provides for more interaction with the user, JOGL is more official, so i'm leaning that way.

are there any other libraries i should consider? any arguments for/against JOGL or LWJGL?

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Methinks you'll find LWJGL much more reliable and a much cleaner API to work with. After using both I'm sick and tired of Jogl's flaky reliability.

Incidentally, LWJGL has been around for about a year longer than Jogl, which is one of the reason why its more mature.

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In any case, as I understand it they're both pretty close to native bindings, so you should be able to switch from one to the other. As I understand it though, Sun intends to build jOGL into the VM or related to it, so then you'd have an extra incentive: jOGL software would be "clean" (pure cross-platform) java.

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Guest Anonymous Poster
Don't think jogl will be part of the java runtime for many, many years. When it do you will have to wait until everyone upgraded to the latest java version. Who cares about "pure" java anyway. Lwjgl is only about 200k compressed, so it's not hurting your download size.

The biggest differance between jogl and lwjgl, is that jogl is integrated with awt. So if you need awt or Swing choose jogl, if not choose lwjgl.

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