I'll comment on this a little as I've done both.

In my opinion, except for making trivial examples it is far too much
code to write to hand code every building you may have in a world.  Hand
coded walls, ceilings, etc are not very tough to do and you can be more
efficient with doing just exactly what you want but once you start
wanting to make arches or other curved surfaces the strength of a 3D
modeling tool becomes essential.

The other downside of hand coding is that you can't visualize the object
as you create.

Since our (3DS) loader already has the correct capabilities set for
geometry collision detection that's not an issue.

There is no real reason why importing a model would use any more memory
than something you hand coded. (actually less because the code to create
the model wouldn't be needed)  If you can get away without normals or
texture vertices then yes, a hand coded model could have a smaller
memory usage (but then you are unlikely to be making anything big enough
to care about memory usage).

- John Wright
Starfire Research

Flavius Alecu wrote:
>
> the thing is, this is my first shot at a 3d world...so I really don't know which way 
> to go...I can't say I know 3d studio max better, but I don't know java 3d really 
> good either =P
>
> which is the easiest and fastest way? with fast I don't mean how long it takes to 
> actually design the building but compiling and runing the result.
>
> What if I'm implementing collision detection? which is the better method to choose 
> then?
>
> Isn't it hard to actually write the code for alla the walls, floor and ceiling for 
> an entire building in java?
> And dosn't it take a lot of memory to import a model as big as a building?
>
> It would be educating to learn others opinions about this =)
>
> Thanx
>
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