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Tag: lwjgl

Read OGG as stream of samples for LWJGL 3 OpenAL

I’m making a game with LWJGL 3, and for the first time I’m learning about the OpenAL library. I’m going to have to include long audio files, and I have decided that OGG will be used for the audio, since music would otherwise take up a lot of space. What I don’t know, though, is anything about how to get

Compiling/running a LWJGL program from terminal

I’m trying to compile and run an LWJGL project purely from the console without the use of Maven/Gradle or any IDE (for reasons). I’m running Mac OS X v10.15.4. The program seems to compile fine but upon running it, I get the following: The code is identical to the guide code at https://www.lwjgl.org/guide, and I’m using the following commands to

How do I load a texture in LWJGL from a PNG without Slick?

I’m wondering how I would render a cube with a different PNG Texture on each side, and I’d like to stay away from other Third-Party Libraries other than LWJGL. Answer As of LWJGL3 bindings for the STB library have been included. This is a small single-file utility library that does things like loading textures, sound files or fonts. For rendering

Configuring Gradle project to depend on lwjgl

How do I configure build.gradle to depend on LWJGL? I’m new to Gradle, and how to configure library dependencies is clear as mud to me. It’s my understanding is that one can specify library dependencies for Gradle to download rather than checking them in to source control, but any sort of help with configuring things would be appreciated. (I don’t

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