lwjgl3-www

The LWJGL 3 website.
授权协议 BSD-3-Clause License
开发语言 JavaScript
所属分类 Web应用开发、 常用JavaScript包
软件类型 开源软件
地区 不详
投 递 者 郑伟彦
操作系统 跨平台
开源组织
适用人群 未知
 软件概览

lwjgl3-www docker

lwjgl.org - Home of Lightweight Java Game Library

The website for LWJGL is build with React. It is a single-page application with client-side routing. It installs a Service Worker in order to work offline.

Notable features:

  • Client-side routing
  • Service Worker (works offline)
  • Tiny production build (entire codebase + content weights less than 300KB gzipped)
  • Code splitting at route & component level
  • Scroll restoration
  • Route preloading
  • Proximity based route preloading (see /download page)
  • Build Customizer with smart download queue & client-side ZIP generator
  • Custom webpack manifest parsing + code minification
  • CSS-in-JS with Stitches
  • Client is written in Typescript

Warning:

There is currently no server-side rendering because of hosting constraints.

Dependencies

Static assets are loaded from LWJGL's CDN (AWS CloudFront).

Build status icons are loaded directly from travis-ci.org and appveyor.com.

Three.js is loaded from jsDelivr.

Requirements

Development

  1. To install all required npm packages:
npm i
  1. To build styles:
npm run styles:dev
  1. To start the server in dev mode:
npm start

CLI flags

The following flags are used for testing production builds locally.NODE_ENV environment variable must be set to "production".

--test # Enables production test mode (e.g. disables HSTS)
--nocache # Disables Pug view caching
--pretty # Pretty prints HTML
--s3proxy # Proxies S3 images

Environment variables

NODE_ENV="production" # default: development
PORT="8080" # default: 80
HOST="127.0.0.1" # default: 0.0.0.0

Codebase Diagram

Visualization of the codebase

Production

To deploy LWJGL in production please read the separate guide: DEPLOYMENT.md.

Testing production builds

git pull
npm i
npm run release

You can run the production build locally:

npm run server:test

Debugging production output

The following debugging tips may come in handy:

  • Disable minification by uncommenting minimize: false in webpack.config.js
  • Prevent Terser from dropping console.log or debugger by changing terserOptions in terser-config.json
  • Set PROFILING=1 env variable to load React profiling builds
  • Output named module & chunk ids in webpack.config.js
  • Analyze build output with npx webpack-bundle-analyzer public/js/webpack.manifest.json -h 0.0.0.0 (for full breakdown, change to all: true when writing webpack.manifest.json in build-production.js)

Other LWJGL subdomains:

  • The website for LWJGL 2 can be found here. A static copy of the old LWJGL website is now hosted directly from S3
  • The blog is powered by Ghost.
  • The forum is SMF.
  • The wiki for LWJGL 2 was MediaWiki. A static copy of the old LWJGL wiki is now hosted directly from S3.
  • https://github.com/mattdesl/lwjgl-basics/wiki/ShaderLesson3 转载于:https://www.cnblogs.com/guochen/p/9436210.html

  • 在jme3跑一些涉及图像处理如渲染等操作的时候,在有些机器上可能会出现如下的错误 Exception in thread "LWJGL Renderer Thread" java.lang.IllegalStateException: Function is not supported at org.lwjgl.BufferChecks.checkFunctionAddress(BufferCh

  • 原文:http://wiki.lwjgl.org/wiki/Version_selection Introduction 介绍 OpenGL有许多版本可以用。写教程的时候,最新版是4.2,开发期间决定逐渐弃用传统OpenGL(1.X和2.X版),因为它们依赖于固定管线。新版使用的是可编程管线,性能更好,对目前和未来的GPU来说,向前兼容性更好。 如果你刚开始接触OpenGL,最好就学3.X或4.X

  •    LWJGL(Light Weight Java Game Library),是在Java3D之后非官方出现的一种针对Java游戏的一种解决方案。它包括了游戏图形(OpenGL)、音效(OpenAL)及控制输入(JInput),在于成为Java界的DirectX。它的应用函数与C语言版的OpenGL基本完全一致,所以如果你习惯应用OpenGL,那么你使用Lwjgl将得心应手。     当然,在

  • 前一节:  Hello Node,下一节:  Hello Update Loop 本节教程中,我们将学习如何使用jME asset manager(jME资源管理器)向场景图加载3-D模型和文字,并将了解到如何使用正确的文件格式。 右键点击工程,选择“Properties”,选择“Libraries”,点击“Add Library”,将“jme3-test-data”库添加进去。这样,就可以在接下

 相关资料
  • LWJGL - Lightweight Java Game Library 3 LWJGL (https://www.lwjgl.org) is a Java library that enables cross-platformaccess to popular native APIs useful in the development of graphics(OpenGL/Vulkan), a

  • 我目前正在使用LWJGL3并构建一个简单的Skybox。我想让skybox接收一个HDR文件,一个等长方形的地图。我可以得到一个skybox运行与PNG与PNG解码器,但不确定它将如何与HDR文件。据我所知,STB(在C++中)允许在程序中上传HDR文件,LWJGL3也支持STB。 我如何创建一个支持机顶盒和HDR文件的loadTexture函数? 编辑:我要把我的进展发布给任何人,这样任何人都可

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