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Old August 11th, 2008   #47 (permalink)
shashClp
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Join Date: Sep 2006
Location: VisualC
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Quote:
Originally Posted by emuboss View Post
(...)
One of the key differences with LWJGL is that it is a lot more free of AWT while JOGL is pretty much tied to it. AWT brings a lot of bloat and isn't really optimal for games. Another advantage of being free of AWT is that this allows for small and easy compilation using GCC, so you can basically compile your java application into pure native code (e.g. produce an exe file).
Ok, thanks for the information, wasn't aware of that. Does LWJGL have a signed jars for applet integration?

EDIT: It seems it does, just checked the documentation. I guess I'll do some profiling in the future and see if using it gets some more fps on my apps.

Quote:
Originally Posted by emuboss View Post
As for OpenAL, the user doesn't need to install anything, all dependancies are included since OpenAL-Soft is used, this will automatically use any backend hardware acceleration where available such as DirectSound, Alsa, OSS, etc otherwise it'll fall back to software mode.
Well, I used the Joal wrapper and using openAL needed the runtimes installed, else it won't even start the library.
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Last edited by shashClp; August 11th, 2008 at 22:26..
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