Take a look at Jaylib-FFM a Java FFM Raylib binding.
Jaylib - JNI bindings for Raylib 5.0 + RLGL + Raymath + Physac + RayGui
JNI is the fastest kind of native binding for Java 8+, but is difficult to write. Therefore we are using JavaCPP to automatically generate the bindings. The results are not quite as Java-like as you would get from a hand-written binding, but they are not bad, and should be easy to keep up to date with the latest changes in Raylib.
JavaCPP is very mature and powerful but not hugely documented, so it is probably capable of doing more than we are doing so far. See issues.
If there is a newer version of Raylib out then you can probably re-generate these bindings with little or no changes, because they are auto-generated. See How To Build
5.5+ release includes binaries for:
- Windows x86_64
- Macos x86_64
- Macos ARM64
- Linux x86_64
- Linux ARM64 (Raspberry Pi Bullseye, 64 bit only, untested)
Javadocs are here but you will also need to refer to raylib.h and Raylib's cheatsheet and examples to learn Raylib.
Download the Gradle example project and import it into IntelliJ or Eclipse to get up and running immediately.
dependencies {
implementation 'uk.co.electronstudio.jaylib:jaylib:5.0.+'
}
<dependencies>
<dependency>
<groupId>uk.co.electronstudio.jaylib</groupId>
<artifactId>jaylib</artifactId>
<version>[5.0.0,5.1)</version>
</dependency>
</dependencies>
Download the latest jaylib.jar
from releases
Write a demo program, e.g. Demo.java
import static com.raylib.Jaylib.RAYWHITE;
import static com.raylib.Jaylib.VIOLET;
import static com.raylib.Raylib.*;
public class Demo {
public static void main(String args[]) {
InitWindow(800, 450, "Demo");
SetTargetFPS(60);
Camera3D camera = new Camera3D()
._position(new Vector3().x(18).y(16).z(18))
.target(new Vector3())
.up(new Vector3().x(0).y(1).z(0))
.fovy(45).projection(CAMERA_PERSPECTIVE);
// Add this line only if Raylib version < 4.5:
// SetCameraMode(camera, CAMERA_ORBITAL);
while (!WindowShouldClose()) {
UpdateCamera(camera, CAMERA_ORBITAL);
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawGrid(20, 1.0f);
EndMode3D();
DrawText("Hello world", 190, 200, 20, VIOLET);
DrawFPS(20, 20);
EndDrawing();
}
CloseWindow();
}
}
Compile it:
javac -cp jaylib-5.0.0-0.jar Demo.java
Run it:
java -cp jaylib-5.0.0-0.jar:. Demo
On MacOS you need this additional option:
java -XstartOnFirstThread -cp jaylib-5.0.0-0.jar:. Demo
On weirdy Windows you use semi-colons:
java -cp jaylib-5.0.0-0.jar;. Demo
JavaCPP does not use the 'get' and 'set' names in the methods (nor does it expose public fields). To access a field:
var x = vector.x()
To set a field:
vector.x(3)
Remember each time you do either of those you are accessing native memory.
JavaCPP has a field of its own called position
so it renames the actual position field to _position
.
JavaCPP does not generate constructors. The recommended JavaCPP way to initialize a struct is like this:
var vec = new Vector3().x(1).y(2).z(3);
Some people do not like this. For discussion of other ways, see here.
Arrays of C objects are not Java arrays. For example, a model
has an array of materials
each
of which have an arrays of maps
. To access the second map of the first material:
model.materials().position(1).maps().position(2)
Clone this repo including submodules so you get correct version of Raylib.
git clone --recurse-submodules https://github.com/electronstudio/jaylib
We have automated builds on Github Actions. To build manually, follow the steps in the build file
Open a Visual C 2019 native x64 command prompt with admin permissions so that symlinks work.
Clone this repo including submodules so you get correct version of Raylib. (On Windows, Google for how to enable symlinks )
git clone --recurse-submodules -c core.symlinks=true https://github.com/electronstudio/jaylib
Build and install Raylib from the raylib
directory.
cd jaylib/raylib
mkdir build
cd build
cmake -DWITH_PIC=on -DCMAKE_BUILD_TYPE=Release ..
msbuild raylib.sln /target:raylib /property:Configuration=Release
copy raylib\Release\raylib.lib ..\..
cd ..\..
Build just the jaylib-natives.jar:
set RAYLIB_VERSION=4.0.0
set RAYLIB_PLATFORM=windows-x86_64
build-windows.bat
To build everything including the jaylib.jar you will need git-bash installed.
Edit build-windows.sh
. Change LINK_PATH
to the full path to the jaylib
folder.
(Yes, you would think JavaCPP could work this out for itself, or that relative paths could be used, but it seems not to work on Windows.)
build-windows.sh
Jaylib is distributed under the GPL license with the Classpath Exception to allow linking, the same as OpenJDK itself, so you can use it anywhere that you use the JDK, for both free and non-free ('closed source') projects.
Every call to C is costly, so it's slightly faster if you use Java data structures and functions when calculating in your update loop and then only convert them to native C data structures when you have to call the C functions for drawing.
Library | Implementation | Bunnies (60 FPS) | Percentage |
---|---|---|---|
Raylib 5.0 | C | 180000 | 100% |
Raylib-J v0.2-alpha | Java 17 | 151000 | 84% |
Raylib-J v0.5 | Java 22 | 146000 | 81% |
Foreign Function and Memory API | Java 22 | 150000 | 83% |
Jaylib 5.0 * | Java 22 | 118000 | 65% |
Jaylib 3.7 * | Java 17 | 73000 | 41% |
Jaylib 3.7 * | Java 11 | 64000 | 36% |
Jaylib 3.7 * | Java 11 GraalVM 21.2 | 64000 | 36% |
Jaylib 3.7 | Java 11 | 39000 | 22% |
Jaylib 3.7 * | GraalVM 21.2 native image | 39000 | 22% |
Kaylib 3.7 | Kotlin native | 28000 | 16% |
*I'm using a version of Bunnymark that avoids the most egregious native calls here.
LibRLImg - load Textures and Images from jarfile resources
Megabunny - Raylib benchmarks
Jaylib-FFM - Java FFM Raylib binding
jlImGui - ImGui binding for Jaylib