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jME 3.10.0-beta1

jMonkeyEngine Hub May 31, 2026
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The removal of GLFW unfortunately will cause a lot of jME apps to encounter breakages. I had not used GLFW for much else aside from setting up a borderless full screen mode (which is now built in as an option in the engine’s appSettings with SDL as of a recent PR) however if you used GLFW more extensively then you likely will have more breakages that will require learning the ins and outs of SDL to fix. So it would be beneficial if any jME users can share more information on the changes required to make previous GLFW features work with SDL now, that way we can make the migration path as smooth as possible for the community. The main reason GLFW was removed without a deprecation phase is because it isn’t compatible with the new Angle renderer, which meant that adding Angle in 3.10 required GLFW to be removed. So in hindsight it may have been a better strategy to first deprecate GLFW with the addition of SDL3 in 3.10, and then target the next 3.11 release for the new angle back end and remove GLFW in the next release rather than 3.10. That would have given jme devs a full release cycle to migrate from GLFW to SDL. So 3.10 has turned out to be a bigger release with more breakages than I initially planned. But SDL is definitely an objectively better library than GLFW, so I do think there is some benefit to the quick removal that forces a full migration to SDL sooner than later. At least in the case of the new angle backend, there is still the option to use opengl for anyone who isn’t ready to deal with the breakages that come along with switching to angle And in the case of desktop development, I am finding that openGl does tend to be the better choice still for the majority of desktop devices (with some few exceptions), while angle is the objectively better choice for apps targeting mobile devices. I’ve noticed that my game has a significantly lower framerate when using angle on my desktop device, so I plan to make my game default to using opengl and will add an option that allows the player to toggle to angle for edge cases where their device my not handle opengl as well. And if I were making an app that highly prioritzed targeting multiple platforms, then I’d instead choose angle as the default.

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