I might as well throw in a few more things... :-)

Java3D is a Real-Time 3D Graphics Scene Graph API.

Most problems I see out there fall into several categories

1) The developers are not familiar with 3D Graphics Scene Graph systems.
Andrew Barras and myself came to Java3D from SGI Performer-land (C/C++
scene graph API). Most of our complaints have been of the "why does it
do it like this" variety.

2) The developer are not familiar with Real-Time 3D graphics in general
Nuff' said.

3) The "simple" problem they are trying to solve is really very
difficult (i.e. collision detection and reaction) and they just don't
know it yet.  This is usually due to the fact that they've seen it in a
game/sim, etc. so "it can't be that hard".  The truth is, it's hard.
Sometimes really hard, and no scene graph API is going to change that.
The techniques to get RT3D to do interesting stuff is an art and a
science. Particles, animation, collision, motion models, networking....
these are a few of my favorite things....(all hard, much of it a secret)

4) Lack of documention.  Well....welcome to the edge people.  Java3D is
about as young as you can get in the RT3D API world. Enjoy.  BTW, Java3D
docs BLOW AWAY the docs on SGI Performer (at least when we last used it
2 years ago).  The docs and support community were one of the major
reasons we can over to Java3D.  No scene graph out there has this kind
of support. (may you know of one?)

On a side note:
My students all have to code OpenGL at one point in our curriculum as
well as DirectX.  Believe me, docs are a good thing, but only if you
have the foundation to can understand them...

--
___________________________________________________________

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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