This will be easiest route to take and you will be working with Java APIs more than dealing with game development specific details. libGDX is a cross-platform Java game development framework based on OpenGL (ES) that works on Windows, Linux, Mac OS X, Android, iOS and your WebGL enabled browser. If your goal is to learn java without the game development quirks then just use JavaFx or the Java Canvas and push out your games. Specifying major version 4 and minor version 2 will ensure that all OpenGL ES 3.0 features are supported. The default parameters for major and minor should be 3 and 2 respectively to be compatible with Mac. The engine lets you go low level if you need to(the LWJGL route) or the Libgdx way but with a GUI engine included. If the given major/minor version is not supported, the backend falls back to.
If you want to make a game as quickly as possible then go with the JmonkeyEngine. In Libgdx all the low level stuff is handled for you and you just have to worry about designing and developing your game. And also, like this, the code uses too much CPU. But after that, when I run it, the main screen does not show up as it did in lwjgl. Java 14/gradle 6.6.1libgd圎xception in thread 'LWJGL Application' : Could not initialize class Gradle 6.6. I recently started to use lwjgl3 instead of lwjgl in my project. The typical workflow for drawing a triangle on screen with LWJGl is:ġ- Create a window using the included GLFW3 framework.Ģ- Create an Opengl context using the built in functionality that come with GLFW.ġ- Setup the project using the provided GUI tool.Ģ- Build and run the generated project and you have example code that loads an image and displays it. LibGDX, Lwjgl3, ApplicationListener class is not called. Libgdx is a full featured 2d and 3d game framework that is built on top of LWJGL. LWJGL is a low level framework that includes window creation, input handling and other low level features.