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Re: WebGL specification 1.0 is final — and also, WebCL?

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 :)