My choice of Java/LWJGL is not a common one. Java sucks, its slow, etc. I know. I chose Java because that’s what I know the best. It provides the lowest barrier of entry for me. I chose LWJGL because its a binding for OpenGL, so I at least have an idea if I ever port. I am working now on a first-person game that doesn’t really have a lot of direction, but I have gotten the basics programmed:
- I have a working first person camera
- I have a scene file in which I can define lights and objects
- I can read the scene file, render the lights and the objects (just .obj, for now)
- I can move around in my scene
- I use VBOs to render my objects
And that’s about it. I started working on Animation, but realized I need to focus on the very basic things first such as loading models, rendering their colors/textures/etc, moving around, collision detection, etc, before I go more advanced. Many of you (look at all those readers!) will ask why I don’t use a framework like UDK, etc. To be honest, I’ve tried, and I just can’t get the hang of it. It seems completely alien to me and I have no idea what I am doing. Meanwhile, in my game “engine” that I am working on, I know every aspect of it, what is where, what I need to code, etc.