LWJGL
May 25, 2013, 17:07:00 *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: LWJGL 2.9.0 released!
 
   Home   Help Search Login Register  



Pages: [1]
  Print  
Author Topic: Launching a JWGL applicaiton  (Read 3047 times)
archdrone
Newbie
*
Posts: 2


« on: February 09, 2011, 06:15:17 »

So I was wondering how other projects deal with platform specific launching / java verification.

I'm thinking specifically about Windows. Also I've seen games that used some almost compiled like launcher, aka Minecraft.

What/is there a standard packaging procedure for games built with LWJGL?
Logged
kappa
Administrator
Nerdus Imperius
*****
Posts: 1113



« Reply #1 on: February 09, 2011, 06:33:39 »

There are a number of different methods available to distribute LWJGL applications, a brief overview can be found here.

If your looking for Minecraft like launching with LWJGL, then you are looking for the LWJGL AppletLoader, there is a full 4 part tutorial for it here which explains what it is, how to use it and various tricks to deploy applets nicely with LWJGL.
Logged
archdrone
Newbie
*
Posts: 2


« Reply #2 on: February 09, 2011, 07:05:35 »

Thank you!! This is exactly what I was looking for.

I'm a moron. I didn't even think to check the faq.
Logged
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines
SMFAds for Free Forums
Valid XHTML 1.0! Valid CSS!