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In short, OpenGL is basically what the other two are built on. It has methods and classes that might come in handy, but I don't suggest using that. LWJGL is extremely powerful, but it's not too good for if you just want to write simple games. You'll end up reinventing the wheel by making your own methods to support those of LWJGL. It will come in handy ...


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Judging from the documentation on the Animation class in slick, it looks like some of your parameters are incorrect. frames - The sprite sheet containing the frames x1 - The x coordinate of the first sprite from the sheet to appear in the animation y1 - The y coordinate of the first sprite from the sheet to appear in the animation x2 - The x ...


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You can use also container reference, getInput and check if a key is pressed, down, etc.. For example: container.getInput().isKeyPressed(Input.KEY_SPACE) see more details on javadoc


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I suggest to check this project, Shade. There is real-time lighting and moving shadows, I think could be useful for you


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Solved by using vsync. private static AppGameContainer gameApp; gameApp.setVSync(true);


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Just call the render function and draw a filling black rectangle on your screen. public void render(GameContainer arg0, Graphics arg1) throws SlickException { arg1.setColor(Color.black); arg1.fillRect ( 0.0f, 0.0f, gameCon.getWidth(), gameCon.getHeight() ...



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