JPCT's Future

Started by AGP, September 13, 2015, 11:05:42 AM

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AGP

It's my impression that you're not releasing a new version of jpct because you can't decide what to do with lwjgl. Am I right? From what I gather, they fattened it up too much. I don't know about jogl. Is it still just a straight port of openGL? At any rate, what is the future of the hardware renderer? And is making a lwjgl-lite (using the latest lwjgl code and/or binaries) an option at all?

EgonOlsen

No, that's not the reason. I'll eventually update to 3.x (I guess I have to at some time), but ATM, it doesn't seem mature enough to me to do it. In whatever version, LWJGL will remain the primary hardware renderer.
I try to release two official versions each year. This year, I'm obviously lacking behind because of my RPG game project. My goal was to have a fully playable, advanced beta by the end of the year and I'm very close to get there. I want to get this done, so I'm spending quite some time to it ATM. There will be another official jPCT and -AE release though and it won't support LWJGL 3.x for now.

AGP

As you write your game, do you develop jpct to fill certain needs? If so, awesome.

By the way, can you help me with a fragment shader?

EgonOlsen

Quote from: AGP on September 14, 2015, 10:21:09 PM
As you write your game, do you develop jpct to fill certain needs? If so, awesome.
I did, but for now, it's doing all that I want it to do for that particular game.

Quote from: AGP on September 14, 2015, 10:21:09 PM
By the way, can you help me with a fragment shader?
Depends. I'm not that good in this shader stuff as I would like to be. What's your problem?