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#Run code on close java lwjgl how to
It actually took me longer to figure out how to set up the development environment than it took me to port. My entire java experience has been with a little bit of work on Extra Cells (Minecraft Mod) and porting/maintaining maintaining Modular Powersuits for a few months. I'm barely even a hobby level C developer. I only started doing anything with Java about a year ago, maybe a bit longer. What gets me though is how someone with my limited skill level can get this to work yet someone with far greater skill cannot. Sad part is this Mojang employee had already tried it. The response was "If switching to LWJG元 was a day of work without any issues it would have been done already". Recently I mentioned lwjgl-3 in one of my responses to a bug report that has yet to be addressed (On Linux in fullscreen, character sometimes cannot fully turn around). Maybe it's time to stop procrastinating and start looking at the future instead of continuing to build on a crumbling foundation. And what I mean is that I have the coding skills of a cat walking across a keyboard, yet I was able to get this to work. These are easily fixed, especially for someone more familiar with the code, more so for someone with a higher skill level than mine. Now granted my port has some limitations like sound not working because I commented out the OpenAL instances rather than fixing them and running spawns 2 windows instead of one. I know that's a bold statement, yet I was actually able to do this myself using lwjglx (the compatibility layer latest available commit) and MCP to port Minecraft to LWJG元 in under a day. It's no harder than trying to build on an unsupported library that sinks further into obsolescence. I think it's time to start looking at switching to LWJGL-3.
#Run code on close java lwjgl full
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