Light Weight Java Game Library (LWJGL), uses OpenGL 1.5 and works with latest version of java.
#JAVA LWJGL PARABOLA FULL#
It is a game focused OpenGL binding, which is a single window that displays full screen applications. Also, it can be used with Abstract Window Toolkit (AWT) and Swings. It has links to OpenGL 1.3 and to nearly all vendor extensions. It is known as OpenGL for Java technology. There are various OpenGL bindings in Java. This Java binding package supports Java ME platform. This Java binding package supports Java SE platform. It is a Java Specification Request (JSR) API specification, which allows to use Therefore, OpenGL depends on other programming languages for windowing tasks. To maintain simplicity of an OpenGL API, windowing tasks are not included. The design of OpenGL is focused on efficiency, effectiveness, and its implementation on multiple platforms using multiple languages. It contains OpenGL Utility Library (GLU) that provides various modeling features, such as quadric surfaces and NURBS curves. It contains around 150 commands, which programmers can use to specify objects and operations to develop applications. It is an industry standard API for writing 3D Graphics applications. Rendering is the process of creating an image from a 2D or 3D model. It interacts with Graphical Processing Unit (GPU) for achieving speedy and It has bindings in several languages such as C++, Python, etc With OpenGL, you can create complicated 3D shapes using very basic primitives such as points, lines, polygons, bitmaps, and images. OpenGL stands for Open Graphics Library, which is a collection of commands to create 2D and 3D graphics.
#JAVA LWJGL PARABOLA MAC OS#
JOGL functions on various operating systems such as Windows, Solaris, Mac OS X, and Linux (on x86). Later, it was adopted by the gaming group at Sun Microsystems, and now it is maintained by Java on Graphics Audio and Processing (JOGAMP). JOGL is an open-source library initially developed by former MIT graduate students Ken Russell and Chris Kline. It is a wrapper library, which can access OpenGL API, and it is designed to create 2D and 3D graphics applications coded in Java. Java binding for Open GL (JOGL) is the recent binding for OpenGL graphics API in Java. I don't know what you're drawing, so if you do need the angle to rotate it (like you're using JOGL) then sure, use the angle.ĭon't forget if you are using opengl to turn the angle back into degrees, because ATAN2 returns radians: final double RAD2DEG = 180 / Math.PI ĭouble ang = Math.This chapter introduces OpenGL, its functions, the OpenGL bindings in java (GL4java, LWJGL, JOGL), and the advantages of JOGL over other OpenGL bindings. If you wanted to draw an arrow, use something nominally like: If the horizontal velocity is always v0x, and the vertical velocity is: double vy = v0y - 0.5 * g * time Which is a function specifically designed for this job.īut as I said, library functions in Java are hideously slow, and in this case there's a better way of doing it without as alluded to by above. But in general, dx can be zero, so you usually want to use: atan2(dy, dx) So, if you wanted the angle at which the arrow should go, what you want is atan(dy/dx)Īnd in this case, that would work because dx is a constant. Benchmark doing this 10 million times if you like, it's admittedly not a huge amount of time but percentage-wise it's pretty big - libraries are very slow in Java
#JAVA LWJGL PARABOLA CODE#
If you are desperate for performance, you can even precompute 0.5*g, but the above code will take you 90% of the way there without doing anything too crazy. Also you can save a lot of time by using Horner's form (see below) final double DEG2RAD = Math.PI/180 ĭouble v0x = launchVelocity * cos(ang) // initial velocity in xĭouble v0y = launchVelocity * sin(ang) // initial velocity in y Third, don't use Math.pow, it's slow and not as accurate as multiplying for integer powers. You're not numerically sophisticated enough to know when roundoff error won't kill you, so don't try. Second, compute everything as double, not float. So you need launchVelocity and an angle, it's not a scalar. You could be shooting at an angle of 45 degrees or 60 degrees. Ok, so if you neglect air friction, then the x-velocity of the arrow is a constant.įirst, decompose velocity into x and y components. Note that x is just the position where you are at any moment in time, not dx. What you want is delta y / delta x, because the slope is the rate of change (mentioned in one of the other answers).But here's where your thinking started to go wrong: You remembered that in order to compute an angle, there's a tangent. You want the angle of the arrow at any point in time.