We use code to generate a lot of our geometry as well as import models.
There is a lot of things in an application which are more conducive to be
generated rather than imported.  Examples of this are particle systems,
water flow, terrain, sky-domes, sound nodes, overlays, vegetation.

We use our own scene editor that we wrote to work with extended java3d
objects.  This allows us to create much richer and more complex "scenes" and
save them out in a compressed, highly efficient stream.  So for example we
might have a scene which which is tied directly to 3 MAX models (we save a
reference back to the imports so we can do updates).  The world designer
(person) can then create new "nodes" and add them into the scene.  He could
put a particle system on a torch for example and adjust all the parameters
for the system, he could add an ambient sound node or he could adjust the
lighting. So forth and so on.  The scene is then saved and then later that
scene can be placed into the world using the world builder.

So yes, a LOT of our java3d work is in the coding of the Java3d API.  Really
the model stuff is easy, but models themselves can't really encompass the
complexity of an interactive application.  Now I don't know a lot about VMRL
except to say I have never seen a VRML world that was very interesting or
that I would call a "full application", but for all I know you could
acoomplish some of the same things going that route.

Dave Yazel

-----Original Message-----
From: Greg Munt [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, June 13, 2001 6:52 AM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Methods of implementation


I've been lurking here. Still wading through Sun's tutorial.

>From discussions here, there is an implication that ppl are constructing
their worlds in the Java3D API directly - rather than using tools, and
loading the results.

Is this true? If so, why? It would appear to multiply the effort required,
somewhat. Perhaps I am missing something - as I said, still going through
the tutorial.

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