README.md

April 3, 2019 · View on GitHub

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LWJGL - Lightweight Java Game Library 3

LWJGL (https://www.lwjgl.org) is a Java library that enables cross-platform access to popular native APIs useful in the development of graphics (OpenGL/Vulkan), audio (OpenAL) and parallel computing (OpenCL) applications. This access is direct and high-performance, yet also wrapped in a type-safe and user-friendly layer, appropriate for the Java ecosystem.

LWJGL is an enabling technology and provides low-level access. It is not a framework and does not provide higher-level utilities than what the native libraries expose. As such, novice programmers are encouraged to try one of the frameworks or game engines that make use of LWJGL, before working directly with the library.

LWJGL is open source software and freely available at no charge.

Useful links:

Contact:

If you'd like to contribute, see doc/README for a quick overview of the project structure, installation instructions and configuration options.

Getting Started

As of version 3.1.0, LWJGL is distributed as a set of modules. Only the core module is required and all bindings are optional (but some bindings depend on other bindings). The easiest way to download LWJGL is to use the build configurator on the website.

The build configurator generates Maven & Gradle declarations that can be added to existing projects. This is the easiest way to use LWJGL while developing.

LWJGL can also be downloaded as a simple set of JAR files. Each module consists of the following files:

  • lwjgl-<module>.jar
  • lwjgl-<module>-sources.jar
  • lwjgl-<module>-javadoc.jar
  • lwjgl-<module>-natives-<platform>.jar (for some bindings)

To compile and run an LWJGL application, the base and natives JAR files of the core module and each binding used should be added to the classpath. LWJGL extracts the natives to a temporary folder and loads them automatically, so no further configuration is necessary. If more customization is required (e.g. when creating a platform-specific installer) the natives may be extracted manually and loaded via java.library.path. See the Configuration class for more options.

LWJGL 3 requires Java 8 or later to build and run and currently supports the following platforms/architectures:

  • Linux x64
  • macOS x64
  • Windows x86
  • Windows x64

Example code:

For migrating LWJGL 2 code to LWJGL 3, see the Migration Guide.

Troubleshooting

Most common issues faced by LWJGL users are trivially addressed with the following:

LWJGLX/debug is a Java Agent that will automatically detect a lot of these issues. It can also generate a trace log that's useful when reporting issues to LWJGL.

When asking for help or when you suspect a bug in LWJGL, preparing an MVCE (Minimal, Complete, and Verifiable example) that reproduces the issue will improve the chances of a quick and useful response.

List of Supported Bindings

Khronos APIs

LibraryDescription
EGLAn interface between Khronos rendering APIs such as OpenGL ES or OpenVG and the underlying native platform window system.
OpenCLAn open, royalty-free standard for cross-platform, parallel programming of diverse processors found in personal computers, servers, mobile devices and embedded platforms.
OpenGLThe most widely adopted 2D and 3D graphics API in the industry, bringing thousands of applications to a wide variety of computer platforms.
OpenGL ESA royalty-free, cross-platform API for full-function 2D and 3D graphics on embedded systems - including consoles, phones, appliances and vehicles.
VulkanA new generation graphics and compute API that provides high-efficiency, cross-platform access to modern GPUs used in a wide variety of devices from PCs and consoles to mobile phones and embedded platforms.

Display and Input

LibraryDescription
GLFWCreate multiple windows, handle user input (keyboard, mouse, gaming peripherals) and manage contexts. Also features multi-monitor support, clipboard access, file drag-n-drop, and much more.
JAWTThe AWT native interface.
nfdA tiny, neat C library that portably invokes native file open and save dialogs.
tinyfdA native dialog library.

Audio

LibraryDescription
OpenALA cross-platform 3D audio API appropriate for use with gaming applications and many other types of audio applications.
OpenAL SoftAn LGPL-licensed, cross-platform, software implementation of the OpenAL 3D audio API.
OpusA totally open, royalty-free, highly versatile audio codec.

Graphics

LibraryDescription
AssimpA portable Open Source library to import various well-known 3D model formats in a uniform manner.
bgfxCross-platform, graphics API agnostic, “Bring Your Own Engine/Framework” style rendering library, licensed under permissive BSD-2 clause open source license.
LibOVRThe API of the Oculus SDK.
NanoSVGA simple stupid SVG parser.
NanoVGA small antialiased vector graphics rendering library for OpenGL.
NuklearA minimal state immediate mode graphical user interface toolkit written in ANSI C and licensed under public domain.
par_shapesGenerate parametric surfaces and other simple shapes.
OpenVRAn API and runtime that allows access to VR hardware from multiple vendors without requiring that applications have specific knowledge of the hardware they are targeting.
Tiny OpenEXRA small, single header-only library to load and save OpenEXR(.exr) images.
Tootle (AMD)A 3D triangle mesh optimization library that improves on existing mesh preprocessing techniques.
Vulkan Memory AllocatorAn easy to integrate Vulkan memory allocation library.
YogaAn open-source, cross-platform layout library that implements Flexbox.

stb - single-file public domain libraries for C/C++

LibraryDescription
stb_easy_fontQuick-and-dirty easy-to-deploy bitmap font for printing frame rate, etc.
stb_imageImage loading/decoding from file/memory: JPG, PNG, TGA, BMP, PSD, GIF, HDR, PIC
stb_image_resizeResize images larger/smaller with good quality.
stb_image_writeImage writing to disk: PNG, TGA, BMP
stb_perlinRevised Perlin noise (3D input, 1D output).
stb_rect_packSimple 2D rectangle packer with decent quality.
stb_truetypeParse, decode, and rasterize characters from truetype fonts.
stb_vorbisDecode ogg vorbis files from file/memory to float/16-bit signed output.

Other

LibraryDescription
Bullet PhysicsReal-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.
CUDAA parallel computing platform and programming model developed by NVIDIA for general computing on GPUs.
dyncallEncapsulates architecture-, OS- and compiler-specific function call semantics in a virtual bind argument parameters from left to right and then call interface allowing programmers to call C functions in a completely dynamic manner.
jemallocA general purpose malloc implementation that emphasizes fragmentation avoidance and scalable concurrency support.
libdivideA library that replaces expensive integer divides with comparatively cheap multiplication and bitshifts.
LLVMA collection of modular and reusable compiler and toolchain technologies.
LMDBAn extraordinarily fast, memory-efficient database. With memory-mapped files, it has the read performance of a pure in-memory database while retaining the persistence of standard disk-based databases.
LZ4A lossless data compression algorithm that is focused on compression and decompression speed.
Meow hashAn extremely fast non-cryptographic hash.
ODBCA C programming language interface that makes it possible for applications to access data from a variety of database management systems (DBMSs).
RemoteryA realtime CPU/GPU profiler hosted in a single C file with a viewer that runs in a web browser.
rpmallocA public domain cross platform lock free thread caching 16-byte aligned memory allocator implemented in C.
xxHashAn Extremely fast Hash algorithm, running at RAM speed limits.
Zstandard (zstd)A fast lossless compression algorithm, targeting real-time compression scenarios at zlib-level and better compression ratios.

Use of a binding is subject to the terms of the corresponding license.

Supporting this project

LWJGL exists thanks to all the people who contribute and back/sponsor our collective.

Our gold sponsors: