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".

Reply via email to