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!!!
Thats absolutely true!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.
see aboveIf you need speed, and you don't care about time to market, code reuse or platform independance, then sure goto a direct GL binding.
PS. Insisting on your opinion isn't listening any more.:)))
Best regards
MisterXen
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