Now create this new class in your module.Create a new folder, "lib", and put the native JARs into it, i.e., look below at the screenshot and do not continue with the next step until your module has the folder and file structure that you see below. Switch to the Files window of the module in NetBeans IDE and the folder "release/modules/ext" should contain the three modules you wrapped. It will be called every time a key is pressed, repeated or released.
('Failed to create the GLFW window') // Setup a key callback. Example: how get started with LWJGL 3 import org.
#Java lwjgl create a window how to#
Now wrap the JARs mentioned in the link in step 1 into your module. how to use opengl and lwjgl in java project code example. In the Properties dialog of the module, go to Libraries and then "Wrapped JARs".
#Java lwjgl create a window windows 10#
Start by setting things up as described here, i.e., in a standard Java SE application in NetBeans IDE. Here are my specs from Speccy: Operating System Windows 10 Pro 64-bit CPU Intel Core i5 2450M 2.50GHz 43 ☌ Sandy Bridge 32nm Technology RAM 8. To do this, open Eclipse to the desired workspace folder.
In the end, we'll have this simple canvas that I found somewhere on-line, in a TopComponent (in real life, the white shape is moving): For now, follow these steps if you want to test the LWJGL on your system: Download and extract the lwjgl-2.1.0.zip. The more interesting aspect to this is the jMonkey Engine, which I'll talk about in a later entry. Let's get started with LWJGL in a window in a NetBeans Platform application. I learned recently that the Lightweight Java Game Library (LWJGL) now has x86 support for Solaris, so I thought I'd give it a spin.