Good point... but... it is possible to mitigate a lot of that evolution by
abstracting your code so that it can take advantage of shaders in the
future.  If you use "brushes" instead of textures and in the interim
procedurally generate some of the textures and load some of the others, you
can in the future switch to using a shader script for the same brush and
reap the performance and visual benefits.

But that wasn't the point I was trying to make.  It is pretty difficult to
make my point without insulting people.  But since I have said it before I
will say it again.  Most people who ask "is java good for gaming" fall into
several major categories.  The first one is the dabbler who wants to get
into graphics.  The second is the guy who wants to write the next Quake III,
EverQuest, Giants, Morrowind or whatever game that person happens to think
is the "best".  The third type would be serious published game dev shops
evaluating potential tech for their next set of games.  Most of the 3rd type
would never ask the question, because they wouldn't trust the answer anyway,
they would instead research it themselves and come to their own conclusions.
It's the second category of knowledge seekers which my original comment was
regarding.  If you are a relative novice game developer, which most of us
are (and about 9999 out of 10000 wanna be game developers are) and you are
deciding on a graphics technology based on cutting edge techniques then you
are doing yourself a huge disservice.  I will stick by my marathon
metaphore.  If you are 25 pounds overweight and walk into a shoe store and
demand to only look at the shoes which are suitible for running a marathon
then the guys would laugh.

I also guess the question also strikes at my own ego.  When people
constantly state on this list and on javagaming that Java3d is not good for
games, or not acceptable for cutting edge games, or some other criticism of
the technology, but they do so with limited experience in Java3d and in the
face of other games and applications being developed... well it seems to me
that they are distainfully looking at the people who *do* believe in the
technology and waving their hands and stating that none of us know what we
are talking about, or that the examples they can see don't measure up to
some quality standard they pulled out of their... behinds...  Someone posted
once that they were looking for examples of *good* java3d games which would
prove to him that Java3d could get the job done.  He was pointed to
Roboforge and IL2Sturmovik and other Java games, as well as sites of other
projects underway... and he waved his hands and said he was less than
impressed with them and they weren't of the quality he was looking for.. I
was a bit angered by this because in one wave of his hands he wiped away
probably 100 man years of work and derrided their efforts as inadequate and
that he somehow would be able to do better, if only he wasn't held back and
hampered by whatever technology he had to use.  What arrogance!

Anyway... maybe someday it won't bother me.

Dave

-----Original Message-----
From: Justin Couch [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, June 11, 2002 9:10 PM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] is java good for game development?


Yazel, David J. wrote:

> quick demo app showing some neat shaders.  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.

That's a pretty niave statement about game development. Games take 2-3
years to write. That's a known fact. However, they take 2-3 years after
a particular piece of functionality has been exposed in the API. That
means if Java3D takes another 2 years to get shaders (ie an FCS
specification, not betas) then it is _at least_ 5 years before any
Java3D games are on the market. Considering that you are seeing the
first generation games coming out now that use shaders that makes any
Java3D game 5 years behind the market that want to have comparable level
of graphics. Not particularly good for encouraging people to use the API
for developing top-notch, high-end games.

Of course, the one mitigating factor in this particular example is that
the J3D shader code is going to ignore the first generation completely
and come in somewhere around the same time that the other competitive
APIs do - ie high-level shader language. Therefore, a good chunk of that
lag is going to just disappear and hopefully J3D, OGL and DX9/10 games
will all start from roughly the same capability set. At that time,
hopefully the ability to code Java code faster than C/C++ will lead to a
situation where J3D games hit the market sooner than their OGL/DX
equivalents.

--
Justin Couch                         http://www.vlc.com.au/~justin/
Java Architect & Bit Twiddler              http://www.yumetech.com/
Author, Java 3D FAQ Maintainer                  http://www.j3d.org/
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