> * Collision detection --> yes. But you might have to do some work
> to handle "preemptive cd", in other words, check for collisions before
> letting the user move instead of waiting for a behavior to trigger with
> the collision event.
>
> * Shadowing -> not real time casted shadows if thats what you mean.
> Of course we do have vertex shadowing. You can also apply shadow
> techniques using multi-textures.
>
> * Camera imaging such as:
> * simulation of depth of field effects, i.e., blurred
> effects --> hmmm not sure, but can think of a few ways to simulate that
>
> * simulation of 'noise' (snow effects) -> you can do this
> using a particle system, but Java3d does not have that kind of high level
> constructs, you will have to build your own system
>
> * simulation of Low resolution and Monochrome
> cameras/displays -> I believe so.
>
> * simulation of eclipse and Glare effects (such as those
> experienced when a camera looks directly in the sun) -> not for free, but
> you can do it.
>
> * Licht source - to - object attachment (move with objects) -> put
> the light in same transfor group
>
>
Think of java3d as a really easy way to build scenes, but not far removed
from opengl. Good performance and solid abstraction of the scene graph, but
you still need to build "high level systems". Can easily save you a years
work if you use this than opengl directly. Plus you get portability. But
it isn't a "game system" where they have built all those systems you would
typically get in a game engine. Course it doesn't cost you 50-200k either.
Dave Yazel
> Thanx in advance
> Roland
>
>
> Vriendelijke Groet / Kind Regards
> Ir R.(J.L.A.) Vissers
>
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