![]() ![]() ![]() This is a thing I don't want to change because RenderObject doesn't have to be a collision instance every time. LWJGL, which stands for Lightweight Java Game Library, it's a library wrapper that allows us the use of OpenGL and OpenAL from Java. The reason I used two interfaces instead of just extending an abstract class is because the classes which will use this are render objects and have to extend RenderObject. Follow this answer to receive notifications. Sunt nou n ceea ce privete utilizarea LWJGL (i relativ la Java n general) i, ca atare, le citeam pagina de nceput, unde au furnizat un exemplu de program Hello World. If you want to add collision detection to LWJGL, you'll need to create the collision detection yourself or use an existing library to add physics and collision detection to your game. The code works but looks very ugly, but I don't know what I could change to make it better. LWJGL does not have a physics library built in to it. I have an implementation of a quad tree and abstract collision detection classes.
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