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Akela Xeroxz

[java] Question #1

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Ok i'm going to program my game in java, but am a little stuck, I know I can use OpenGL, but can I use DirectX? I'd be using 3d models... Also are there fellow Java programmers who wish to share there knowledge with me? like on msn? unleashed_psycho_@hotmail.com ( Mention your from gamedev.net ) :)

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Quote:
Original post by Akela Xeroxz
Ok i'm going to program my game in java, but am a little stuck, I know I can use OpenGL, but can I use DirectX? I'd be using 3d models...

Yes and no.

Theres some work going on to add Direct3D to LWJGL, but it might be a while before it's publically available and usable.

JInput (and/or LWJGL input, which uses JInput) provides a cross-platform way of getting at controllers, and uses DirectInput on windows.

Regular J2SE sound will (IIRC) use DirectSound on windows, but you get a considerably higher level API. If you want something lower level then you can use OpenAL or FMOD (both available via LWJGL).

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Quote:
Original post by OrangyTang
Quote:
Original post by Akela Xeroxz
Ok i'm going to program my game in java, but am a little stuck, I know I can use OpenGL, but can I use DirectX? I'd be using 3d models...

Yes and no.

Theres some work going on to add Direct3D to LWJGL, but it might be a while before it's publically available and usable.

JInput (and/or LWJGL input, which uses JInput) provides a cross-platform way of getting at controllers, and uses DirectInput on windows.

Regular J2SE sound will (IIRC) use DirectSound on windows, but you get a considerably higher level API. If you want something lower level then you can use OpenAL or FMOD (both available via LWJGL).


So what do you advice? use opengl or what?

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Well if you want good performance 3d you're going to have to go with OpenGL or write your own Direct3D layer. Since a D3D layer doesn't really gain you anything that using OpenGL already gets you, I'd be inclined to dismiss that as a waste of time.

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