On Tue, 11 Jun 2002, Yazel, David J. wrote: > To presume that Java3d is going > to be the limiting factor in the quality of your game at market time is a > bit like saying that your ability to win the next marathon is dependent on > the quality of the shoes you will be wearing.
I don't know if you wanted to use exactly this methaphor... If you are weak runner you will not win marathon anyway. But if you are a good one, then bad shoes can make it impossible for you. Back to java3d - you say that if I'm a weak programmer, then I will no write a game anyway (this is certainly true). But analogy would also suggest that java3d will make it impossible even for a good programmer... Analogy nit picking aside :), I think that only real problems with java3d are not java3d itself, but just java: - garbage collection (either accept random breaks or do a lot of acrobatic and code obsfucation to avoid creating garbage) - image handling (double+ size for images, not-very-fast updates due to layered representation) - memory usage (and very bad performance when swapping thanks to gc) As for java3d, I think that stencil buffer is only part left which is really needed for _many_ things - rest is more or less special-mostly-demo-only stuff. Artur =========================================================================== 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".
