Login  Register

Re: Properly Exporting JOGL

Posted by TownEater on Mar 18, 2014; 8:18am
URL: https://forum.jogamp.org/Properly-Exporting-JOGL-tp4030517p4031948.html

I know it's been a while since I got these answers. I've been continuing development and experimenting with various methods of deployment like applets and webstart, trying to take everyone's advice.

However, I'm still stuck. Even after reading endless tutorials and wiki's and documentations and forum posts and answers, I can't quite seem to get even a working desktop application without a bunch of fuss.

I'd like to have the option to distribute my games commercially, and the legalities of that confuse me. I'm not sure if there is a required way to build or use JOGL with my projects, or if I have to include any licenses or README files anywhere.

Here is an explanation of what I'm doing now to run the game out of eclipse:
Right now, I have an "engine" which is a jar, exported from eclipse. It contains JOGL and the code for my engine. Rendering, scene structure, and so forth is contained within. I then use that jar in another eclipse project, in a folder called "engine". I add it as a jar on the build path. JOGL is also contained in the same way as the engine, in the game code. The engine would not work without JOGL also being referenced as a library from the game project. All this is exported to an executable jar(unrelated to jogl, but possibly worth noting that I keep the "res" folder, where I keep game files, next to this jar, instead of inside of it.). Next to the executable jar, I keep a "lib" folder, containing several .dll files, including gluegen-rt.dll and other required .dll files. Also next to the executable jar, I keep a "RUN.bat" file, which changes the java library path to the lib folder, and a few other alterations to allow things like fullscreen. The contents are as follows:
"java -Djava.library.path=lib -Dsun.java2d.noddraw=true -jar ExecutableJar(x64).jar"

All this usually runs on most 64 bit windows environments with standard java installations in the standard location. However it feels highly unusual and highly unprofessional. With all that explained, I would like to ask the following questions.

1) Is there any "improper" way to use or distribute jogl with your games? By improper I mean against the licensing of jogl, especially with commercial games.
2) What is a fairly simple/standard way to get a jogl project to launch? With webstart having such picky requirements about signing jars, I'm not sure I would consider this a simple approach, considering all the jars inside of other jars I have happening.
3) You mention including your own java virtual machine? That sounds highly portable and I would be interested in knowing more about how to do that.

In general, I'd just like to know the "best" way to distribute games with jogl, with as much portability as possible, and the easiest process for the user. I've never used installers before but would be willing to learn, but once again I become concerned with licenses and legalities, I prefer to use as many of my own tools as possible.

I hope this isn't too lengthy, or contain too many questions, I'm just not sure where else to go or what else to do. As I said I've done extensive research and not turned up much that I can decipher. Any help would be greatly appreciated!