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Java defaults to using GDI (AWT, Swing). JavaFX supposedly will be able to make use of OpenGL in future. Java + LWJGL (an OpenGL wrapper that accesses native opengl32.dll via JNI) provides more direct hardware-accelerated support for Java. Flash Player 11 onward made use of OpenGL via Stage3D. Without using Stage3D, it is using a software renderer built to ...


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Nick already gave a more specific answer, but I get the sense from your question that you'd benefit from a more generic answer. Different platforms have various ways of getting pixels to the screen. Software is written in layers. You can implement OpenGL on top of D3D (like Microsoft has done), or even on top of GDI as software rendering (like Microsoft ...


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First, when are you calling the jump() method? Make sure it really gets called, maybe by using a log message. Second, instead of body.setLinearVelocity(new Vector2(body.getLinearVelocity().x, 12)); you should do body.setApplyForce(new Vector2(0, 120)); Setting a velocity directly is frowned upon and should be done only in a few exceptional cases such ...


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Collision callbacks are explained in http://www.bulletphysics.org/mediawiki-1.5.8/index.php?title=Collision_Callbacks_and_Triggers. This translates quite straightforward to JBullet. However if you have already tried and failed to follow that, I'll just provide the code I have been using myself. First set-up a callback that is called on every physics ...


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Keep rendering the game. just pause the logic! You can esily just attach a "pause" pass, that will render the framebuffer and then blur it or what not, and after that add some gui! should be really straight forward. The only reason i can imagine why you would like to take a screenshot is to not use all the gpu power and reduce lag when you are pausing. ...


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Until OpenGL 3.0, each version of OpenGL was a direct superset of the previous one, so as long as a graphics card and its drivers support the functions you use, you don't have to worry about compatibility. Also, until 3.0 was released, there was no way to choose an OpenGL version because if you got a newer version than you wanted, you just got functionality ...



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