John Wright wrote:

> Shawn, {smile} it's our passion for progress that prompts us to write
> these comments.
>
> I don't agree that Java 3D will die if it doesn't keep up (or catch up)
> with the latest hardware and low level APIs (OpenGL & DirectX). It's a
> matter of how you view the tool.  If I want killer, cutting edge,
> fastest possible 3D graphics I'll code directly to OpenGL or DirectX.
> If I want to quickly develop a 3D application I'll use Java 3D.

Well "die" may have been a little over the top...just wilt away in terms
of market penetration...

There is no reason why you can not have both, cutting edge graphics and
quick app development.  You should have both, because that is what a
scene graph is designed to do.  Very much like a compiler.  You can code
assembly, but compilers GENERALLY optimize better than the "average"
assembly coder's code on a scale they could never.

Scene graphs do the same thing.  Very often a scene graph can produce
faster graphics than low-level code because of macro and micro
optimizations that the scene graph renderer can make.  These arguments
date back to the beginning of scene graphs, nothing new here with Java3D.

There are many successful cross-platform scene graph based game and sim
engines out there.  But they do not have the inherent advantages that
come with the Java environment.  That is what makes Java3D different,
and the only thing that makes it different.  It is Java.

Now just because it's Java, it doesn't mean that Java3D doesn't have to
be cutting edge AND that it doesn't compete in the same market space,
because it does.

___________________________________________________________

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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