Posted by
BrickFarmer on
Mar 05, 2011; 10:19am
URL: https://forum.jogamp.org/WebGL-specification-1-0-is-final-and-also-WebCL-tp2631673p2637557.html
>> +1 vote for JOGL2 release asap
>Dude .. it is released (again) v2.0-rc2
>Let's not split hairs about the term 'release' and 'version numbers'.
>
>> and 2.1 for new goodies
>v2.0-rc3 first :)
>then sometime:
>v2.0
>v2.0.1 (add ons, fixes, compatible)
This is what I don't yet understand. As an outsider approaching JOGL2 the first thing they see is 'release candidate' which totally undervalues this 18months hard effort you guys have dedicated to JOGL2. We need a final V2.0 asap. Now I see Java 1.5 and Android being added and thus more delay to the V2.0. Seriously what's the eta for V2.0?
coming back to WebGL, I think you are probably right. It just makes me nervous for JOGL2 future when I see so much energy being spent on WebGL, only MS is missing but they can soon catchup now things are final. Are you still in touch with Ken, I guess he would know about access to browser rendering surfaces and the compositing stuff in browsers.
>I don't even know why one should do that ?
Regarding the 'JOGL2 to Javascript' idea. My thought is reaching more clients from a common code base. As having a smooth browser experience.
Actually let me explain what I'm trying to do with JOGL2. I'm still part-time working on my game, hopefully starting in May I'll have 2 months full-time trying to complete it (hence some time to help with JOGL). What I've found from users is a general distaste for webstart & applets. pluggin3 might solve that (depending on how many 'warning popups', certificates, etc are involved and eta?). Otherwise I need to make the experience as smooth as possible. Java will never be on the right side of the security fence in the browser, so I'm left wondering about Javascript & WebGL. Now I still want to develop in Java, so a translation down to Javascript seems to make most sense here. That way I get the best of both worlds. JOGL2 on desktops and WebGL for the rest of the world including Android, Apple, Nokia, etc.
I know we have been around this discussion a few times in the past, but I really need guidance here. Would people here currently use JOGL2 with NEWT for a production ready game?
Here is an idea, lets collectively work on an open-source minecraft clone that clearly demonstrates the superior features and performance of JOGL2. This will allow us to investigate all the deployment issues involved in such a project, and also give JOGL some high visibility. It would also act as a good template for wannabe game developers like myself :)