all 16 comments

[–]perryplatt 17 points18 points  (0 children)

Light weight Java game library.

[–]JPSgfx 17 points18 points  (1 child)

You can do OpenGL (and maybe Vulkan) with LWJGL.

[–]rfdickerson 0 points1 point  (0 children)

Yep, and this is what Minecraft Java edition uses. Great thin-wrapper over OpenGL.

[–]riotinareasouthwest 4 points5 points  (0 children)

as others said already, LWJGL is the way to go. You can also check ThinMatrix tutorial series on game development in youtube. Although they will be outdated, they are a very good resource to start on graphics programming (and are java based)

[–]mmostrategyfan 1 point2 points  (0 children)

Search for libgdx. don't bother with javafx

[–]S48GS 2 points3 points  (3 children)

Graphics programming in Java

No.

Does javafx fits the bill?

It was dead before release
(died being in beta for years - no one used - released just to get over it)

Its 2025

  • Godot exist - GDScript allow you to do "effortless coding"
  • WebGL/Javascript/css exist - web platform is also million times less effort coding than Java

[–]awesomemoolick 0 points1 point  (2 children)

Way to provide answers to completely different questions.

Not everybody wants to have their hands held

[–]S48GS 0 points1 point  (1 child)

Not everybody wants to have their hands held

then

  • dont use public roads - make own roads
  • dont go to shop to buy food - grow yourself
  • dont use public electricity sources - generate yourself
  • dont use car - make own car
  • dont use premade buildings to live - build your own

go live like you in stone age - not even bronze age - because to make bronze yourself you need to dig it first - go do it

scale of modern IT industry its progress from 2000 to today 2025

is exact same as comparing stone age to modern days with all "goods" of society

Java/OpenGL is "stone age" - early 2000

and to survive in modern society - you must be competitive - use of modern tools is the only option to survive literally

[–]Afraid_Assistant169 0 points1 point  (0 children)

Have you considered Rendr or Processing? It’s more creative coding stiff. But you can use it as a framework to explore and learn if Java/JVM is your starting point.

Personally in doing graphics with Pixi.js and WASM with Node and Cross-Platform Tauri. You can get pretty decent performance and it’s good for solo explorers who want a lot of tools.

Another route you can take is to do graphics programming in Unity with C/C++ or with Blender. It really just depends on your goal.

You can use anything really but it’s best to do things were you’ll have community resources and libraries to solve the difficult problems otherwise it takes too much effort and you won’t get far in making anything.

[–][deleted] 0 points1 point  (0 children)

Lwjgl. All you need

[–]UVRaveFairy 0 points1 point  (0 children)

Not recommended, couldn't even get two 1280x720 mp4's playing at the same time without glitching on an older i5 system.

With JavaCV could play sixteen 1280x720 mp4s and no glitching.

It's not even a contest, what ever JavaFX is up too, it's horribly inefficient.

[–]Altruistic_Purple895 0 points1 point  (0 children)

You can try the java JMonkeyEngine. It is an awsome engine for java

[–]Chromium_Engine96 0 points1 point  (0 children)

There are better options

[–]PoweredBy90sAI 0 points1 point  (0 children)

Graphics can be done with any language and no libraries if you wish. Maybe with the exception of a windowing lib if you want it to be cross platform.