![java lwjgl webengine java lwjgl webengine](http://www.nn4e.com/namira/2800/2852_java_opengl.png)
At a later date I will include instructions on how to create an instance of the engine as well as load some entities into it. When this command is run a window will open up and display an exhibition of what the engine can currently do. Java =libs/ -cp "out/production/Engine/ libs/lwjgl.jar"
![java lwjgl webengine java lwjgl webengine](https://www.codegrepper.com/codeimages/reading-from-a-text-file-in-java.png)
In order to compile the java source files, you can use the following javac command from the root of the project files: On a non-windows machine you can use the below commands.
![java lwjgl webengine java lwjgl webengine](http://profs.etsmtl.ca/mmcguffin/code/java/SimpleModeller-3D_JavaApplication-JOGL-OpenGL/screenShot01.png)
This just runs the specific command needed to run the pre-built class files in the command line. Next, on a windows machine I have included a script to compile and run the engine (combile.bat & run.bat). Compiling and running the engine:įirst make sure that the latest release of Java is installed. In the future I plan on moving away from JOML and supporting this myself. The maths behind these classes are mostly provided for by JOML. Some examples include a boid simulation or just simply rotating a cube using the classes and function calls included in the engine. Various different demonstrations can be found in the demos folder. The engine will also be capable of being used as a lower level game creation engine, as it will be effortless to load and move entities around the screen. The aim of this engine is to abstract away some of the openGL function calls and make programmatically displaying 3D models and textures very easy. LWJGL is an openGL variant for Java programming, this engine is designed to use LWJGL in order to open and display 3D models as well as other various tasks.