Hi Jason > the best quality games out there and that is where the big bucks are. > But a good PC has 5x the power of any console yet few PC conversions of > top games exist. A lot is politics (like any XBox game should run on a
Well but he can only rely on that about 5% of potential customers has this top-notch hardware. So to sell big the games still have to work with hardware which is 1-2 years old. This means the 5x power really doesn't give him more advantage. And I don't really think that PC-hardware right now has 5x the power of a PS2/Cube or Xbox. > You'll not see J3D on a console anytime soon, there just isn't the > memory to run it. So you won't see the big buck companies developing in Right! I don't really think they are interested in this either. > J3D either. The handheld micro Java devices might help there when a > J3Dme gets released. Well as Justin mentioned on this list or OpenGL2.0 Java bindings. > > Well IIRC Quake3 came 99. And still even games coming out > > now or in a few months still use the Q3-engine. So where's your > problem? > > Maybe that I'm not aware of anyone making a J3D game *today* that has > Q3 engine abilities and runs okay on the same hardware. Okay in a years Me neither. But I don't really see this as a problem. As many of the most popular games right now (for example CounterStrike (who knows why)) are based on engines which are 3-5 years old. Of course J3D will always behind the current technology line but I don't think that's really a big problem. > it'll be a reality, but not just yet (and then Doom3 engine will be > spawning new games). Which won't be out before the end of 2003. At this time J3D1.4 will hopefully be arround the corner. With the required functionality to produce a similair engine. The advantage with J3D you can start right now and at the end only have to include the sfx-parts like shaders. But your base-engine doesn't really require this. Okay the shadow part can be tricky. > > not the right way. I think transfering raytracing-technology to gfx > > hardware might be the real way to get cinema-feeling to games. > > Again I agree there, raytracing like features in hardware would > certainly go along way to providing real world graphics, current polygon > racing advancements haven't done much to remove the 2D feel of Yes but that's because that was SGIs strategy for years and now finally things are changing. > Not sure I agree with Sony on this, consoles have never been internet > dependant and are only just starting to utilise online gaming > advantages. I think they'd at least add a memoryStick slot like every > other Sony gadget. :) Well I'm not here to argue about Sony's strategies if their right or not. But I can see a certain chance for Java in this strategy. Why build on complex or new APIs when I can use a language with a rich API set which has been approved for many years now. EOF, J.D. -- Explore SRT with the help of Java3D (http://wwwvis.informatik.uni-stuttgart.de/relativity/minkowski) (http://www.antiflash.net/java3d/relativity (mirror) =========================================================================== 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".
