You need a third party library. Use JOGL if you need AWT, multithreading and so on. Use LWJGL if you want extreme speed but single-threaded and without awt ( Cas, who is in charge of LWJGL makes a fair case that neither of those are needed for games writing) and excellent support from the development team.
> You need a third party library. Use JOGL if you need
> AWT, multithreading and so on. Use LWJGL if you want
> extreme speed but single-threaded and without awt (
> Cas, who is in charge of LWJGL makes a fair case that
> neither of those are needed for games writing) and
> excellent support from the development team.
Actually they are pretty much same. Speed difference is 1.02 or such. I run test aplication at 49.6 FPS in LWJGL, and 48.7 FPS in JOGL. (90 FPS in 16 bit depth.)
LWJGL has more static methods. JOGL has disadvantage in weird encapsulation.
I liked in documentation of LWJGL, If target system could do fullscreen mode it would run in fullscreen. If don't it would run in fullscreen anyway.
On other side JOGL could be shooted down without need of restarting your computer.
So try both. They are just way how can you acces OpenGL from Java so treat them as such.
Of course multithreading is EXTREMELY important for games. Well Cas is Cas, you know ~-^. I remmember when he had new JET pro and talked...
BTW (You should check thread priority in LWJGL, Or sleep properly.)
Raghar