Java lwjgl source generator#
While utility classes are written in pure Java, most of the binding classes are automatically generated by a custom generator implemented in Kotlin. Bindings to each of the native libraries exist as different modules so developers can make custom builds with only the things they need in a certain program. The library accesses native C code through the Java Native Interface (JNI). The new version was released on 4 June 2016, after more than 3 and a half years in development. Support for Oculus Rift development was also added with LibOVR bindings. Many new bindings, including GLFW, EGL and Objective-C, were added. On 13 November 2014, version 3 was announced, which was released in alpha version on 27 April 2015 and is a complete rewrite of LWJGL. It is also the basis of many high-level Java game engines and libraries, such as libGDX or the jMonkeyEngine. The main philosophy is to expose underlying technology as a thin wrapper, thus creating an API close to the original. The primary goal of the project is to provide a way for Java developers to get access to resources that are otherwise unavailable or poorly implemented on the existing Java platform. It exposes cross-platform libraries commonly used in developing video games and multimedia titles, such as Vulkan, OpenGL, OpenAL and OpenCL
The Lightweight Java Game Library ( LWJGL) is an open-source software library that provides bindings to a variety of C libraries for video game developers to Java. BSD, some bindings under different licenses