Shawn Kendall wrote:
> > 5. Loaders
> Well, we did it. And it was a significant effort. The problem I
> believe is that in the world of 3D, things are really getting
> competitive, and if I have to write a loader to get my 3D Studio Max
> content into some system, I will choose another system.
Actually, that's bullshit. How many OpenGL or D3D loaders for every
single known file format are floating around? There may be a few for the
standard ones, but _every_ game company goes out an builds their own
loader for their file format of choice because they want the output to
be sorted according to their opitimsations in the rendering engine. To
say that just because Java 3D has it as part of the standard API and
there are not many implmentations therfore causes you to not want to use
it is just a fallacy. Content is king only if it is usable.
To answer Kevin's original point - OSS hasn't worked so far in this case
because many of the licenses on the current loaders aren't conducive to
it. Also, the J3D community is not yet large enough to support a lot of
work in this area for the moment. There are maybe 10-15 regular
contributors to this list. Wait until we get around the 50 or 60 mark
and then you'll see a lot of work going into those sorts of areas. For
example, look at the X3D loader work. Plenty of things happening there
right from the beginning simply because people were interested in making
it happen.
--
Justin Couch Author, Java Hacker
http://www.vlc.com.au/~justin/ Java 3D FAQ Maintainer
http://www.j3d.org/ J3D.org The Java 3D Community Site
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"Humanism is dead. Animals think, feel; so do machines now.
Neither man nor woman is the measure of all things. Every organism
processes data according to its domain, its environment; you, with
all your brains, would be useless in a mouse's universe..."
- Greg Bear, Slant
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