Have been trying to work with 'lwjgl' on linux and am running into an issue when I run my compiled code from the terminal. I am using the stable release of lwjgl 3.
I downloaded the lwjgl.jar from the website and run the command javac -cp lwjgl.jar: Main.java
which compiles the code fine. Then I run: java -cp lwjgl.jar: Main
after and it throws this error;
[LWJGL] Failed to load a library. Possible solutions:
a) Set -Djava.library.path or -Dorg.lwjgl.librarypath to the directory that contains the shared libraries.
b) Add the JAR(s) containing the shared libraries to the classpath.
[LWJGL] Enable debug mode with -Dorg.lwjgl.util.Debug=true for better diagnostics.
Exception in thread "EndlessRunner" java.lang.UnsatisfiedLinkError: Failed to locate library: liblwjgl.so
at org.lwjgl.system.Library.loadSystemRelative(Library.java:100)
at org.lwjgl.system.Library.loadSystem(Library.java:71)
at org.lwjgl.system.Library.<clinit>(Library.java:43)
at org.lwjgl.system.MemoryAccess.<clinit>(MemoryAccess.java:17)
at org.lwjgl.system.Pointer.<clinit>(Pointer.java:22)
at org.lwjgl.glfw.GLFW.<clinit>(GLFW.java:562)
at Main.init(Main.java:31)
at Main.run(Main.java:78)
at java.lang.Thread.run(Thread.java:745)
I'm not sure if I missed some files that I needed too or if I'm going about this entirely the wrong way. Here is the code I am using, it's just some that I found online and I'm using as a test.
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.system.MemoryUtil.*;
import java.nio.ByteBuffer;
import org.lwjgl.glfw.GLFWVidMode;
public class Main implements Runnable{
private Thread thread;
public boolean running = true;
private long window;
private int width = 1200, height = 800;
public static void main(String args[]){
Main game = new Main();
game.start();
}
public void start(){
running = true;
thread = new Thread(this, "EndlessRunner");
thread.start();
}
public void init(){
// Initializes our window creator library - GLFW
// This basically means, if this glfwInit() doesn't run properlly
// print an error to the console
if(glfwInit() != true){
// Throw an error.
System.err.println("GLFW initialization failed!");
}
// Allows our window to be resizable
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
// Creates our window. You'll need to declare private long window at the
// top of the class though.
// We pass the width and height of the game we want as well as the title for
// the window. The last 2 NULL parameters are for more advanced uses and you
// shouldn't worry about them right now.
window = glfwCreateWindow(width, height, "Endless Runner", NULL, NULL);
// This code performs the appropriate checks to ensure that the
// window was successfully created.
// If not then it prints an error to the console
if(window == NULL){
// Throw an Error
System.err.println("Could not create our Window!");
}
// creates a bytebuffer object 'vidmode' which then queries
// to see what the primary monitor is.
//ByteBuffer vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
// Sets the initial position of our game window.
glfwSetWindowPos(window, 100, 100);
// Sets the context of GLFW, this is vital for our program to work.
glfwMakeContextCurrent(window);
// finally shows our created window in all it's glory.
glfwShowWindow(window);
}
public void update(){
// Polls for any window events such as the window closing etc.
glfwPollEvents();
}
public void render(){
// Swaps out our buffers
glfwSwapBuffers(window);
}
@Override
public void run() {
// All our initialization code
init();
// Our main game loop
while(running){
update();
render();
// Checks to see if either the escape button or the
// red cross at the top were pressed.
// if so sets our boolean to false and closes the
// thread.
if(glfwWindowShouldClose(window) == true){
running = false;
}
}
}
}
Any help you guys can give would be very much appreciated.
Thanks.
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