Lightweight Java Game Library

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Lightweight Java Game Library (LWJGL)
Initial release 4 February 2007; 9 years ago (2007-02-04)[1]
Stable release 3.0.0 / 4 June 2016; 49 days ago (2016-06-04)
Preview release 3.0.0b / 20 November 2015; 7 months ago (2015-11-20)
Development status Active
Written in Java, C, Kotlin[2][3]
Operating system Windows, Linux, OS X
Platform Java platform
Type Free computer library
License BSD license[4]
Website www.lwjgl.org

The Lightweight Java Game Library (LWJGL) is an open-source Java software library for video game developers. It exposes high performance cross-platform libraries commonly used in developing video games and multimedia titles, such as OpenGL, Vulkan, OpenAL and OpenCL. It further provides access to controllers such as gamepads, steering wheels and joysticks in a platform-neutral way.[5]

The primary goal of the project is to provide a way for Java developers to get access to resources that are otherwise unavailable or poorly implemented on the existing Java platform. The main philosophy is to expose underlying technology as a thin wrapper, thus creating a simple API. It is also the basis of many high-level Java game engines and libraries, such as LibGDX or the JMonkeyEngine.

LWJGL is available under a BSD license.[4]

On 13 November 2014 version 3 was announced, which was released in alpha version on 27 April 2015 and is a complete rewrite of LWJGL.[6][7][8] Many new bindings, including GLFW, EGL and Objective-C, were added.[4][7] Support for Oculus Rift development was also added with LibOVR bindings.[4][8] The new version was released on 4 June 2016, after more than 3 and a half years in development.[9]

Bindings[edit]

The library accesses native C code through the Java Native Interface (JNI). Bindings to each of the native libraries exist as different modules so developers can make custom builds with only the things they need in a certain program.[4][8][10]

While utility classes are written in pure Java, most of the binding classes are automatically generated by a custom generator implemented in Kotlin.[2][3]

Provided bindings[4][2]
Binding Description Notes
EGL Interface between Khronos rendering APIs and the underlying native platform window system.
OpenCL API for cross-platform parallel computing.
OpenGL 3D graphics specification implemented by most GPU vendors. Most extensions supported, but less popular ones will be added on request.
OpenGL ES OpenGL for embedded systems like mobile phones, tablets or consoles.
Vulkan Upcoming cross-platform 3D graphics API.
GLFW Window management library needed for handling OpenGL and Vulkan contexts as well as user input.
JAWT AWT native interface.
LibOVR API of the Oculus Rift SDK.
nfd Small cross-platform native file dialogs library.
OpenAL Three-dimensional audio API. ALC and other extensions are supported.
OpenAL Soft Freely licensed software implementation of OpenAL.
NanoVG 2D vector graphics rendering library using OpenGL.
par_shapes Generator for parametric and other simple shapes.
STB Lightweight single-file library for loading images, sounds and fonts.
dyncall Library for dynamically calling C functions in a portable way.
jemalloc Low-level memory management.
xxHash Fast hash algorithm.
Objective-C Interface to Apple's Cocoa API.
libffi Library for calling generic native functions. Replaced with dyncall in the latest nightly builds.[11]

References[edit]

  1. ^ "LWJGL 1.0 Released". forum.lwjgl.org. 4 February 2007. Retrieved 23 July 2016. 
  2. ^ a b c "LWJGL/lwjgl3". github.com. Retrieved 28 April 2016. 
  3. ^ a b "lwjgl3/doc – Generator". github.com. 11 August 2015. Retrieved 30 August 2015. 
  4. ^ a b c d e f "Official website". Retrieved 14 August 2015. 
  5. ^ "LWJGL Wiki". github.com. Retrieved 2 June 2015. 
  6. ^ Tsakpinis, Ioannis (13 November 2014). "Welcome to LWJGL 3". blog.lwjgl.org. 
  7. ^ a b "LWJGL 3 Roadmap". github.com. Retrieved 2 June 2015. 
  8. ^ a b c Tsakpinis, Ioannis (27 April 2015). "LWJGL 3.0.0a released". blog.lwjgl.org. 
  9. ^ "LWJGL 3.0.0 Released!". blog.lwjgl.org. 4 June 2016. Retrieved 4 June 2016. 
  10. ^ "Bindings FAQ". github.com. 27 December 2014. Retrieved 27 July 2015. 
  11. ^ "Issue #182 – Refactor callbacks". github.com. 17 April 2016. Retrieved 28 April 2016. 

External links[edit]