On Wed, 13 Feb 2002, Justin Couch wrote: > I disagree strongly with that. If you design your code properly, that is > a non-issue. Have a look at how the particle code and ROAM stuff is > working.
Where can we have a look at the particle code and ROAM stuff? > If I could, I would show you how Xj3D will work, but that's a > month or two away yet (code hasn't been written but the design is > floating around on a pile of scrap paper here :). These are a heck of a > lot more complex than a simple game engine and still we don't need to go > to immediate mode. I think that the immediate mode requeusts are just > trying to justify the lack of vision on the part of game programmers to > change development mindsets. "We've always done it this way so you must > accommodate the way we work". Since this was brought up in the context of game programming, is there an example anywhere of a 3D game in production that uses Java3D? What about a how-to on game programming in Java3D, or a point list of "here's what you used to do in immediate mode rendering" vs. "here's how to do it in Java3D retained mode rendering"? These would go a long way in making the argument that immediate mode rendering is necessary only in the rarest of cases, if at all... Cheers, -David =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
