I can think of two:
1. NeHe Productions (because LWJGL is a library for accessing OpenGL functions)
2. Light Weight Java Game Library webpage (there are tutorials on the LWJGL main website)
Type: Posts; User: helloworld922
I can think of two:
1. NeHe Productions (because LWJGL is a library for accessing OpenGL functions)
2. Light Weight Java Game Library webpage (there are tutorials on the LWJGL main website)
Depending on your application, It may very well be easier to use LWJGL instead of JOGL.
Java3d is indeed an abandoned project.
Depending on how "accurate" you want your collisions to be, there...
I'm considering the "out-of-the box" JVM with any additional add-ons like LWJGL or JOAL, not a custom JVM build.
See OpenCL CPU benchmark: OpenCL vs. native vs. C# vs. java for someone's bench...
I think Java kind of fits in the middle: it's just difficult enough that most casual game makers avoid it and use flash instead, but not powerful enough for serious game development like C/C++....
It is harder to use Java for games, but in my opinion using Java can provide much better games vs. flash. What language you use though doesn't matter as long as you design/implement your game well.
...