LWJGL/Java

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Has anybody here used LWJGL and Java or is still using the two for a project and would like to say something about his/her impressions and experiences with that combo?

I did some work on an LWJGL project last year - not a game as such, but routines working towards that - stuff like a sprite engine, input engine, audio engine, particle system, scripting engine, a console, GUI controls etc.

I liked it a lot. Once I got my head around getting a project set up and running in Eclipse (a lovely free Java IDE) I found it a very productive environment to work in. The Java language is very like C# (not as fully featured though) which is nice. And LWJGL is simple enough to use - I just read some basic tutorial stuff and had it up and running pretty quickly. You do need to do the OpenGL and OpenAL stuff yourself though - nothing as simple as DrawSprite() unfortunately, but there's plenty of tutorials and help out there. Once I worked it out I just wrapped it all up so I now have my own DrawSprite() and PlaySound() equivalents.

It also all worked on a Mac as promised - which was nice :-)

I only really stopped because I got a new job and now can't seem to find the time or enthusiasm for "homebrew" coding anymore ... I might go back to it sometime though ...

Thanks, HappyCat, that all sounds very good. :)

The important part for me is that it works on the Mac, which is my main platform. (And that pretty much leaves C# out of the loop until Mono really gets there one day.)

The ubiquity of the Java language and platform is very attractive (thanks to leJOS even both my Lego MindStorms 'speak' it), and there have been huge positive developments lately, not only on the technical side, but also because of the open sourcing of the platform. I also see more and more things that now work well on the Mac that didn't run at all or only poorly in the past; it seems the OS X buzz and hype are beginning to pay off.