Re: JOGL Crash on Windows 7 with Nvidia
Posted by
gouessej on
Aug 23, 2012; 7:44am
URL: https://forum.jogamp.org/JOGL-Crash-on-Windows-7-with-Nvidia-tp4025859p4025872.html
The whole architecture is shader based, it doesn't rely on the fixed pipeline (no glBegin/glEnd, no glPushMatrix/glPopMatrix). It means that you will be more comfortable with it if you're able to rewrite or at least modify existing shaders so that they will fit into your needs. It doesn't support OpenGL 1 and it may work slowly on chips with bad support of shaders, especially Intel chips.
JMonkeyEngine 3 only supports our competitor yet, I ported its renderer based on the fixed pipeline some months ago but they removed both my port and this legacy renderer.
JMonkeyEngine has a large community, tons of examples, nice tutorials and an integrated game development environment but it lacks JOGL support, it is less reliable and I assume you already know what I think about our competitor.....
If you want your game to work fine on both Android and most of computers with an excellent JOGL support, Ardor3D would be a better choice but it really lacks tutorials, you would probably need several weeks to start doing interesting things with it and only a very few people are often on its forum.
Actually, the fork between Ardor3D and JMonkeyEngine is a bad thing for me because it duplicates efforts, both have advantages and disadvantages but none of them is stronger enough to satisfy the whole community whereas a combination of the both would have much success.