Zak,

I'd say that if your app is working the way you intended, then there's no
reason to rewrite it -- in fact, there's plenty of reason not to.  If it's
not done, then you just need to evaluate the progress and your end goals to
see if the technology is a good fit.

I tend to be of the mind that those who make _blanket assumptions_ that
because you use Java (with or without J3D) instead of C/C++ you're going to
be insufficiently performant simply aren't hip to the state-of-the-art (JDK,
J3D, and software engineering at large).  If you can accept some (frequently
minor) performance and feature drawbacks in exchange for (IMO) dramatic
productivity and portability gains, then Java/Java3D is a great choice.

BTW - There are OpenGL bindings for Java (http://www.jausoft.com) that work
very well and provide many of the extra hardware capabilities that Java3D
currently prevents you from leveraging.  You'll pay in productivity though
as there's an enormous amount OO and performance tuning payback available
with the Java3D scenegraph.  That's sort of a compromise position between
Java/J3D and C/C++/OpenGL that can still pay off in productivity while
gaining some feature capabilities (performance increases are up for grabs
though -- Java3D may be superior or inferior depending on how much time you
have to develop your application and how skilled you are with either API).
Of course, another compromise would be to use a C++ scenegraph API -- but I
can't speak to how that would compare.

Anyway, my stance is that if Java/Java3D are working for your
application(s), then you'll benefit in the long run by sticking with them.
Tell your critics to stuff it if they make uninformed judgements.  If they
have truly compelling arguments (which is conceivable) to use C/C++/OpenGL,
then you probably should at least consider such an approach.

My $0.03,

Bob

----- Original Message -----
From: "Zak Nixon" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, March 13, 2002 8:54 PM
Subject: [JAVA3D] Java3d questions


> Guys and Gals-
>         I just did a presentation about my DoD simulations that i did in
Java3D. I
> got
> some criticism from the audience about using java. They suggest that
opengl
> would be better to use overall. Can anyone tell me some
> benefits/disadvantages to java3d and opengl, and should i redo everything
in
> opengl for performance reasons?
>
> -Zak
>
>
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