Before you say "J3D currently won't cut it for an FPS" you might want to
take a look at www.javagaming.org and the AVI movies that are there under
http://www.javagaming.org/News/NewsFlash/body_newsflash.html
I'm seeing some pretty neat overlays going on there. How do they do
that????
----- Original Message -----
From: "Cromwell Enage" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, April 09, 2001 10:01 AM
Subject: Re: [JAVA3D] cool java3d
> Hello.
>
> --- "Theron, Jannie" <[EMAIL PROTECTED]>
> wrote:
> > I also want to see if Java3D can cut it in a game
> > environment ?
> > Been playing with a couple of ideas and started
> > working on an
> > interface, but still learning a lot of the whole API
> > and 3D graphics
> > in general.
>
> Depends on the type of game you want to build.
> J3D currently won't cut it for an FPS (too many of
> those out there already, anyway), but for any app
> where performance isn't very critical (turn-based
> strategy, RPGs, etc.), J3D is a good choice.
>
> Make sure you put your ideas in some concrete
> form (e.g. paper and pencil). Make it as detailed as
> necessary, then go over it to be sure that everything
> you conceived (controls, interface, behaviors, etc.)
> jibes with each other. Only then should you start
> hacking away.
>
> In case you haven't done so, check out
> http://www.j3d.org/ (if it's down, check out
> http://www.starfireresearch.com/j3dorg/) and read the
> docs on J3D's internal architecture and collision
> detection. These should prove useful.
>
> Good luck.
>
> Cromwell
>
>
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