| You don't seriously consider these real games?
|
| Have you played anything recently on a
| PS2, XBox or commercially published for PC
| (e.g., Wolfenstein, Medal of Honor)?
|
| The state of the art of 3D games is
| amazing today.
|
| Java3d and VRML are very useful but
| not for high quality 3D games by
| current standards.
|
| I think your 3D efforts would bear greater
| fruit for if you developed for Quake or Unreal
| engines.
|
|  I applaud the technical achievements of these
| Java and VRML game developers but those
| platforms are huge handicaps compared to
| specialized engines if your primary goal
| is a kick-ass game.
|
| Mark [ wrote to comp.lang.java.3d ]
|
http://groups.google.com/groups?hl=en&th=633cad20c2cbbe47&seekm=a5g8rm#link4


  Agreed, the games developed by large professional
teams with multi-million dollar budgets are better
than the efforts by individual students, or small
groups of students working on a class project.

  But the math is the same, and you have to start
somewhere.  The "first flight" of the Wright brothers
was short and not impressive from a 'comercially
viable' metric, but from an engineering viewpoint:
it proved the fundamentals were right, and they
just had to scale, modify & extend what they had.

  If networked games is your ambition, Java is
a viable solution, and even if you were to
later move to another language, the knowledge,
skill, insights, and experience developing in
Java would be great foundation for future endevors.

  But don't sell simple & elegent short and
keep in mind the little, meek GameBoy Advance
hand held game machine is selling in huge numbers,
and games will be, are now, in some cell phones,
PDAs, and TV Set top boxes, and Java games are
there, so again, Java is a good language to use.


| If we are talking about state-of-art first
| person shooters then you are right.
| But these engines does not scale really well.
| AFAIK for both of  them you have to precalculate
| a lot of stuff for levels. This will not fit well
| very dynamic games.
|
| For example MMORPGs, which seems to be always a
| generation behind first-person shooters, seems
| to be perfect market for java3d. You  probably know
| magicosm (http://www.cosm-game.com/) - not same
| class as  quake III (or even more, doom III)
| as far as single location is concerned, but they
| have really vast areas for you to walk around
| (dimensions are 'real', meaning comparable to
| avatar sizes and AFAIK  there is 12.5x12.5 zones
| of seamless terrain...). I doubt if you could
| do something like that with unreal or quake engine.
|
| As for the VRML, I don't know - when I have used
| it 4 years ago it was  slow and ugly.
| But same was java :)
|
| Now java3d CAN be used for quite sophisticated games.
|
| Once again - not quake/doom III, but a lot better
| than some popular MMORPGs...
|
| Artur
|
http://groups.google.com/groups?hl=en&th=633cad20c2cbbe47&seekm=a5g8rm

  Well I have a "First Person Shooter", a Darts Game ...

  First Person Shooter ( VRML ): Dart's Player ;^) Finger Spelling
  --------------------------------------------
http://www.frontiernet.net/~imaging/shout3d/models/H-Anim/chess_player_H-Anim.wrl

http://www.frontiernet.net/~imaging/shout3d/models/H-Anim/asl_H-Anim_x3d.wrl


  Alright, I know you wanted a realtime gun game, I do have
a Tank battle game (not on the net, but it works on the net ).

  Sun does ( or did ) have a 3d ping-pong game in the
demo programs with the some of the Java3d documentation,
I can put that on the web, and Nokia has a simple ping
pong game, in Java, for their phones.

  Their are lots of capabilities & opportunities.

  Games, if you can't be fast, do Chess, Darts, Battleship 3d
  -----------------------------------------------------------
  http://www.frontiernet.net/~imaging/games_with_java3d.html
  http://www.frontiernet.net/~imaging/H-Anim_Avatars.html
  http://www.frontiernet.net/~imaging/java3d_and_vrml.html
  http://www.frontiernet.net/~imaging/java_games.html

| "Current standards" in 3D games are often Megabytes
|  of Textures.
|
| Java3D and VRML are designed for distribution over
| the net. You simply can not afford to bring this
| amount of Bytes via the network.
|
| Or would you wait, till all of the visualisation
|
| http://www.csv.ica.uni-stuttgart.de/vrml/vrml_benz/kurve_benz_maximum.wrl
|
| would be loaded ? 8-)
| If you can wait, use a viewpoint with a long name....
|
| [ Joerg Scheurich wrote to comp.lang.java.3d ]
|
http://groups.google.com/groups?hl=en&th=633cad20c2cbbe47&seekm=a5g8rm

| well - yes:
| DSL, ~  40 secs,
| gForce2: ~100 frames/s
|
| the only obvious problem is:
| you cant shoot :)
|
| [ Hendrik Wendler wrote to comp.lang.java.3d ]
|
http://groups.google.com/groups?hl=en&th=633cad20c2cbbe47&seekm=a5g8rm

  The Sun VRML Loaders let you
  load & render VRML with animation & TouchSenors work,
  I've done it ( links above ), including H-Anim Avatars.

  -- Paul, Java Developer & Web Animator.
  --------------------------------------
"Imaging the Imagined: Modeling with Math & Keyboard"

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