Hi Kevin,

All I can say, is that you appear to be one of a very few (or a one
project) that has noted all these problems. Maybe the project you're
working on isn't suited to Java3D, maybe the way you're thinking about
it isn't suited to Java3D. Either way, you're not talking about a
general case here..
Maybe Java3D isn't well suited for my problem. Maybe I'm not using Java3D
in a correct way. My main statement is, that the general features of Java3D
are not bad, but some (perhaps only for me) features are missing.
Especially the scenegraph is missing important features and the abstraction
level done in Java3D is too low!

In many cases (more general in my opinion) people have found that the
benefits of Java3D (scenegraph, input abstract, sound abstraction,
independent loaders and of couse the strong community) have far out
weighed the option of "rolling your own" in any OpenGL binding. As to
the Java3D API not being complete enough! Its complete enough for a
number of projects to be up and running.
Thats true and I saw many excellent projects written with Java3D. The
problem is that I don't know much about the future of Java3D and in the
current state it is not extendable. Thats the reason why I changed to
OpenGL-bindings, since I can influence anything I want. But it seems, that
the features of Java3D are sufficient for most people!

And back to a comment I made somewhere here, if you're looking for flat
out speed then why not go use C++?
C++ was considered, but development of a platform independent GUI was the
reason, why to stay in Java. I´m not sure which other tools or enviroments
I could use instead. Kylix seems to be restricted to Linux and Win! Java
and OpenGL run on nearly every available platform! Perhaps I should use
Java for the GUI and replace all core level function by C++, communicating
via JNI. I haven't any ideas how reliable that is!?

Any ideas are welcome!!!

I program C++ for a living (although
I've done java there too). I don't find either one particularly more
difficult than the other, as long as you keep yourself to good
programming practices.
Thats absolutely true!

If you need speed, and you don't care about time
to market, code reuse or platform independance, then sure goto a direct
GL binding.
see above

PS. Insisting on your opinion isn't listening any more.
:)))

Best regards

MisterXen

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