Welcome to the LWJGL Tutorial Series Home page. This is where I write articles on LWJGL introducing modern graphics card programming with OpenGL 3.2 Core. These tutorials start at the very basic level, setting up the workspace and move on eventually building our framework and learning how GPUs work.
What is OpenGL?
OpenGL is a cross platform API specification released by Khronos Group which is used to interface with the graphic cards. It means that OpenGL is not implemented by Khronos, but is implemented by the Graphic card vendors through the drivers. So to use OpenGL, a graphic card is a must. To use OpenGL 3.2 Core, we need capable graphic cards and this is not a worry nowadays since most of the graphic cards support it.
|If you want to learn more about an OpenGL function, you can click on it to access it's documentation on the tutorials. These links are created wherever an OpenGL function is found in the code.|
What is LWJGL?
LWJGL means Lightweight Java Game Library. You may ask why we need LWJGL if we are using OpenGL. The answer for that is OpenGL is a C API - it is designed in the C Programming Language. Since we are using Java, we need to use a Java Wrapper of OpenGL, where LWJGL comes in. LWJGL is a good wrapper for OpenGL written in Java that enables us to use OpenGL functions from our Java code. Not only OpenGL, but LWJGL also wraps OpenAL and OpenCL to play sounds and write programs that run on the graphic card. It wraps the native windows on each platforms which is the key point of it. Here's a link in the wiki showing how to set up with Eclipse IDE. http://www.lwjgl.org/wiki/index.php?title=Setting_Up_LWJGL_with_Eclipse
All the source code for this tutorial series will be available in my GitHub repository here. Source for each tutorial is properly structured with a commit for each tutorial and is well documented too.
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