My questions are:
How to use Opengl or DirectX in Java.
Does DirectX have any major advantages over Opengl when using it in Java?
Is there a way to do so without using an API?
Should I use a API such as:
JOGL
LWJGL
Would Java FX be useful for making 3D things?
Also, I am using Windows.
Is there a different way to draw 3D objects??
How to use Opengl or DirectX in Java.
There are a number of OpenGL bindings available for Java. Java does not seem to support DirectX by itself, and neither do there seem to be libraries available that provide bindings.
Does DirectX have any major advantages over Opengl when using it in Java?
I'd say DirectX is at a disadvantage compared to OpenGL due to its lack of support on Linux or OSX. If you want to write cross-platform games using Java, I'd recommend taking a look at OpenGL.
Is there a way to do so without using an API?
I assume you mean a library here. Java offers an API for drawing: Java2D. This might be a nice starting point if you want to write games and are starting out with computer graphics in general. Java does not provide bindings for either OpenGL or DirectX as part of the standard library.
Should I use a API such as: JOGL LWJGL
I have VERY good experiences with LWJGL. I can therefore recommend using their bindings if you want to try using OpenGL.
Would Java FX be useful for making 3D things?
JavaFX is still somewhat buggy as far as my experience goes (came across several bugs when trying it). I don't know how well it works for doing 3D graphics.
JOGL is a Java binding for the OpenGL and OpenGL ES API. I have used JOGL since 2006 and I'm very happy with it, it's very easy to install as you can see here. It works both in desktop and embedded environments, it supports Android too, it is used by almost all major middle and high level APIs including JogAmp's Ardor3D Continuation, JMonkeyEngine, Java3D, Xith3D, LibGDX, ... GLG2D allows to benefit OpenGL when coding in plain Java2D without having to know OpenGL.
I agree with Bartvbl about JavaFX 3D API which is noticeably poorer than the APIs I quoted above.
JOGL is the only unified Java binding for the OpenGL and OpenGL ES API. It is suitable both for games and for other applications (CAD, ...) as it supports several displays, several screens, several monitors. You can use it with JInput if you want to support joysticks.
Related
Im about to start a small project using OpenGL and Java. Looking through this website and google it seems to be unclear what implenetation of OpenGL is best to be used within Java.
I've obtained this list from: Open GL
The JOGL Java/OpenGL bindings
Java 3D (SUN's retained mode library layered on OpenGL)
OpenGL for Java (GL4Java)
YAJOGLB (Yet Another Java OpenGL Binding)
jGL: a 3D graphics library for the Java
What would use recommend in terms of the amount of resources aviabale to learn it and simpleness of implementing a simple either car,helicopter or flight simulator in?
I'm just a beginner with OpenGL but I've been using LWJGL (http://www.lwjgl.org/), which Minecraft uses.
If you want something more high level, try an engine like jMonkeyEngine (http://jmonkeyengine.com/).
I would advise to look into LibGDX if I were you. LWJGL and JOGL are targeted towards PC games. LibGDX on the other hand targets computers with the help of LWJGL, but also Android and iOS; to top it off it supports "HTML 5" with the help of Google Web Toolkit (GWT) - all through a generic API.
I have these two images
this
and this
With OpenGl I want to be a result as following
How can I do that with Blackberry or Android
Thanks a lot
If you like there is a library that might help you, its called min3d
http://code.google.com/p/min3d/
its very handy, has a lot of examples, and saves a lot of work
Reflections are typically done using a stencil buffer. Here is a tutorial on how the technique works. You won't be able to use the code though, as it is written for a deprecated version of OpenGL which doesn't match OpenGLES, so you'll need to write your own rendering code. Google provides a basic tutorial on how to use OpenGL ES, here.
If you are actually looking for a 3D engine, jMonkeyEngine is a scene graph based OpenGL engine with powerful features and good community support. It is platform independent and also supports Android >=2.2
I recently agreed to help a friend make a game he has been working on and I decided that I would prefer to write it in Java. I am unsure what the best route is to take for 3D in Java. I have found that most everyone talks about Java 3d for 3d graphics in Java, which seems to basically be a wrapper for Directx and openGL but I have also found that Java 3d hasn't been in active development since 2008. Is it still the best thing to use or is there something with more active development that would be better. I have seen some discussion about some other APIs but Java 3d seems to have better documentation and there are some fairly decent books on 3d programming in Java that all seem to be based on Java 3d.
There are a number of options you have when writing 3D apps in Java.
JOGL is a very thin wrapper for OpenGL written in Java. Using it involves learning to program in OpenGL, which is no small undertaking. It does allow you to maximize your performance at the cost of a big increase in development time. If you happen to be familiar with OpenGL already , or need very low level functionality, this is your best choice.
Java3D is an object oriented extensions to Java that is easier to use then JOGL and has the advantage of being supported by the Java community. It's less used than some of the other solutions.
LWJGL (Lightweight Java Game Library) is a is a library for making games in Java with 2D and 3D graphics, and it also supports sound (OpenAL), and provides many useful features for games development. It's less suitable for other 3D development.
There are a number of other game engines built on LWJGL and the other libraries that provide a greater range of features than any of the others. JMonkeyEngine is probably the frontrunner of these. They will provide more functionality for you in terms of view control, animation etc.
Which book you read entirely depends on which choice you make above.
JOGL is a modern replacement under active development. It's basically just bindings to the OpenGL library.
Have a look at jMonkeyEngine and LWJGL.
jMonkeyEngine is being actively developed and it includes a complete toolkit and IDE for creating 3D graphics applications in Java.
LWJGL (Lightweight Java Game Library) is a library for making games in Java with 2D and 3D graphics, and it also supports sound (OpenAL).
A friend used Processing a while ago and found it reasonable.
I haven't checked it out in a while, but JMonkeyEngine was the best Java 3D engine around.
I'm planning on writing a simple application in Java which has a basic UI with a section of OpenGL graphics. In addition to this some kind of network access is required.
Which one of these libraries should I use? What are the drawbacks and benefits of each option? I'd like the OpenGL coding be as genuine as possible, so that I could feel that I'm actually (learning) coding OpenGL. Is the surrounding UI significantly easier to code with one of the solutions? In the case of JOGL I'll propably make the UI with standard java components.
Just give some thoughts for me to thinker on, I'm not searching for the ultimate truth.
Qt Jambi is discontinued, so I would go JOGL just for this reason.
Also if your intent is just to have just a few basic controls on top of your 3d scene, I suggest you learn about IMGUI (Immediate Mode GUI) here and there.
Although it's not Java, NVIDIA made available IMGUI based widgets from which you can get inspiration.
JOGL has JMonkeyEngine .. a pretty nice game engine. I would recommend JOGL since it is pretty cross platform, soon with embedded platform implementations.
Is there an easy way to use DirectX in Java? In particular, DirectX's video APIs.
I know that C# might be a more natural choice, but I have my devious reasons for wanting to do something so perverse.
I don't know about easy, but you could always use JNI to load the DirectX libs and invoke the methods.
Using something like Swig you could auto-generate a lot of the code.
Not sure how workable something like that would be though.
There seems to be a standard API about dealing with 3D inside Java.
It probably uses some kind of accelerating technology, may be even DirectX.
But I'm not sure about direct video support in this framework.
I create a library using BridJ (https://bridj.googlecode.com) that wrap DirectX classes, so you can use almost the same code than C++ examples.
You can find the library in https://bitbucket.org/fourthskyinteractive/directx-for-java.
Please, let me know about projects you develop.
There is a set of Direct3D bindings for Java available at http://java-direct3d.sourceforge.net/ but it seems that developement stopped in 2006 with DirectX 9.
Otherwise, there are OpenGL binding for java called JOGL.
The package that you want to investigate is the Java Media Framework (JMF). The core of it is pure Java, and per-platform "performance packs" provide acceleration via native libraries. It currently supports A/V capture and playback in a wide variety of data types as well as streaming via RTP and RTSP.
Sun's JMF home page
JMF SW/HW requirements
Minecraft is coded in Java with LWJGL, but Messiah Andrew's Renderer Wrapper converts the OpenGL to DirectX by using a modified version of the LWJGL libraries. Using these libraries, you should be able to code in LWJGL and have the game be running DirectX.
It seems that most are forgetting that JavaFX and Java3D support both DirectX and OpenGL using the best context for the machine you are on... well actually if you are on windows it attempts to load DirectX if it is newer than your OpenGL version.
I am not telling anyone to use either Java3D or JavaFX, but if you look at the source you can see how it is done.
GrepCode "good for looking for how things are implemented"
Open JavaFX "Open JavaFX project home" source
I should note that you want to look at the com.sun.prism package.
Java3D "Java3D project home" sources
I have been LEARNING development, LOL, for 20 years. Professionally for about 8 possible has never been the question, but how long, and/or is it worth it... Those are the questions.
Good luck my friend!
If you need any help I would be interested in creating a DirectX wrapper for java so
GIVE ME A SHOUT!