> Yes, you and everyone else. For all intents and purposes, J3D's
> collision detection system is useless.

I have to disagree with this one.
We use the PickUtils with great success.
We just resently showed 3 different demos here, as of which used the
PickUtil based collision.

One of those included a terrain > 30,000 tris, all collidable, > 30hz.
In another, was a F1 driving motion that did collision as well > 60hz.
We have may other demos too, where a avatar can walk around and push
objects, objects bounce off of other objects, etc.

In fact, the way the PickUtils work is pretty standard for scene graph
APIs.  SGI's Performer work very similiar.

Is collision detection an easy problem?  Usually no.  Does Java3D make
it harder or easier? I'd say easier.

--
___________________________________________________________

Shawn Kendall               Full Sail Real World Education
Course Director             3300 University BLVD
Real Time 3D for Gaming     Winter Park FL 32792
[EMAIL PROTECTED]       http://www.fullsail.com
___________________________________________________________

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