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Re: Jogl and SWT

Posted by gouessej on Dec 08, 2013; 8:40am
URL: https://forum.jogamp.org/Jogl-and-SWT-tp4030775p4030825.html

ul wrote
Ardor3D seems to be a continuation of the old jMonkeyEngine design of 2008, whereas jMonkeyEngine 3 is a completely new shader oriented design. Spontaneously I like the latter because it represents the future of OpenGL but I'll have a close look at Ardor3D too.
It is a bit more complicated than that. I have used JMonkeyEngine since 2008, especially JMonkeyEngine 2 and after that a little bit JMonkeyEngine 3. In my humble opinion, JMonkeyEngine 2 was very buggy and the problem wasn't only the general design or the renderers. That's why I stopped using JMonkeyEngine 2 and I started to use Ardor3D which has some similarities with JMonkeyEngine 2 as its main developer is a former main developer of JMonkeyEngine but its design is a lot more flexible, this flexibility is useless most of the time for games but not for applications. Ardor3D 1 doesn't have a fully shader based pipeline but this will be different for Ardor3D 2 and anyway, I already plan to support forward compatible contexts in Ardor3D 1.x, probably in another minor release. JMonkeyEngine 3 is more reliable than JMonkeyEngine 2 and it is a bit less painful to use in applications as you can use a canvas and put it into your application but I still recommend it only for games. The main problem with Ardor3D is the lack of documentation despite tens of examples in the official repository.

ul wrote
I'm aware of the memory management issues with SWT and it detracts somewhat from the advantages of Java. This and the fact that Swing/AWT is core Java makes me reconsider that to be my best option.
You can even use fully hardware accelerated Swing thanks to GLG2D.
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