Hello,
I am wondering; has anyone had any experience with using Java3D for very
complex scenes? By "complex" I mean UT/Quake3/DoomIII style (except more
complex in some respects; but nevermind).
A bunch of us are in the process of beginning a pretty ambitious game
project. We've pretty much decided to go with Java; but for the 3D graphics
parts we've been talking about using an OpenGL binding.
However, if possible, it would be nicer to use Java3D. The problem is that I
haven't had that much experience with it (same with OpenGL), so I am unsure
wheather using Java3D is realistic.
The only commercial game I've seen written in Java3D is RoboForge - and I'm
not in the beta so I don't know how well it performs. Everything I've seen
has been molecule simulations, and not-so-complex scenes.
Assuming we don't use the most high-level parts of the APIs, and render in
immediate mode, does anyone have any thoughts as to wheather this is
at all feasable? That is, to use Java3D for scenes so complex. Or, should we
abandon the idea (of using Java3D) right from the start? What scalability
problems have you encountered?
Thanks,
--
/ Peter Schuller, InfiDyne Technologies HB
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