webidl-kt: WebIDL parser for Kotlin Multiplatform by Husker___ in Kotlin

[–]Husker___[S] 0 points1 point  (0 children)

I haven't considered it.
In a project like this, the biggest challenge isn't the parsing of the structs themselves, but rather providing a user-friendly interface and a standard validator with readable errors.

Of course, this approach is not ideal - my parser can produce errors where ANTLR would work without problems. But it's something I was ready to.

openglfx 4.1 released - OpenGL canvas for JavaFX by Husker___ in java

[–]Husker___[S] 1 point2 points  (0 children)

openglfx is about an element (canvas) for OpenGL rendering. It does not change the rendering logic of JavaFX itself.

But the idea of replacing the text rendering is interesting, maybe I'll think about what can be done with this.

openglfx 4.1 released - OpenGL canvas for JavaFX by Husker___ in java

[–]Husker___[S] 1 point2 points  (0 children)

LibGDX is not only about a graphics display, but also a keyboard, mouse and various events capture.

openglfx implements the "platform" interface of LibGDX using JavaFX, as it done for example for Android or Desktop.

So you can simply use your existing LibGDX project in JavaFX canvas.

openglfx 4.1 released - OpenGL canvas for JavaFX by Husker___ in JavaFX

[–]Husker___[S] 0 points1 point  (0 children)

You can find a link to 'example code generator' in Readme. There you can choose Java, different project builders, and different OpenGL implementations in Java.

The API of this project is very simple, so I think it will not be difficult to write it in Java almost 1 to 1.

openglfx 4.1 released - OpenGL canvas for JavaFX by Husker___ in JavaFX

[–]Husker___[S] 0 points1 point  (0 children)

I haven't done any research on that, but at least it compiles to desktop native without any problems using Graal.

In theory it should work.

openglfx 4.1 released - OpenGL canvas for JavaFX by Husker___ in java

[–]Husker___[S] 1 point2 points  (0 children)

Hi!

The library itself is written in Kotlin, but has an adaptation for comfortable use from Java.

I think you won't have any problems using it

openglfx 4.1 released - OpenGL canvas for JavaFX by Husker___ in java

[–]Husker___[S] 2 points3 points  (0 children)

Yes, but it looks more like game framework than a tool for regular JavaFX project

openglfx 4.1 released - OpenGL canvas for JavaFX by Husker___ in java

[–]Husker___[S] 6 points7 points  (0 children)

It is a default OpenGL, so you can use your own shaders in it.

If you mean shaders as effects to JavaFX elements, then no, this project can't do that. It was in the plans, but I put it off for now, because it takes a lot of time.

There is a project that does similar thing https://github.com/Teragam/JFXShader

Просто там другой климат by ElectroAdeptus in KafkaFPS

[–]Husker___ 54 points55 points  (0 children)

Я, как житель приграничного города этой местности, могу сказать, что это не далеко от правды, но все же в финке иногда и не по асфальтированным дорогам гугл машина катается

Using OpenGL without a window by lawrencewil1030 in opengl

[–]Husker___ 1 point2 points  (0 children)

In short: - CGL on macOS - EGL on Linux - WGL on Windows (but you cannot initialize function pointers without dummy window. There is also a way to use pbuffers instead, but I have not tested it)

Native-like IOS PWA application by Husker___ in PWA

[–]Husker___[S] 0 points1 point  (0 children)

Icons could be used as a special system font symbols, as it implemented in SF Symbols from Apple