At 10:27 26/06/2003 -0700, you wrote:
Here here!  It's always nice to see a post from David.  I usually find he's
excellent at putting things into perspective.  When developing a game, the
rendering engine is only a small part of the process.  It should not be the
central focus.  Gameplay is often sacrificed in favor of eye candy.  Some
game developers seem to think that it's all about the "wow" factor.

As far as using direct OpenGL bindings vs. Java3D go, my own opinion is that
if you're only concerned about speed-speed-speed, then stop using Java and
break out your old ASM books.  Years ago it was said that games could only
be written in ASM to get the necessary speed.  Later, C programmers said it
was impossible to write games in C++ because it was too slow.  Now those
same C++ programmers are saying Java is too slow.

My question is "too slow for what?"  I'd hardly say that a cribbage game
requires the latest hardware.  And look at the work FullSail has done with
their HUMID engine.  That should shatter a lot of myths.  Unfortunately,
there's not a long list of titles one can actually touch on one's own
machine.  Roboforge is the only one I can think of at the moment.

How do I get a hand on HUMID ?


I once read somewhere someone's description of the differences between
Java3D and OpenGL.  It may have been in the specification -- I can't
remember.  If the application you're going to write was like building a
house, then Java3D would be like going to the lumber store and buying
boards, tiles, windows and so on.  You still have to do the work to make
something with it.  With OpenGL, it's like being given an axe and shown the
forest.  There's a lot of work to do before you can start building.


----- Original Message ----- From: "Yazel, David J." <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, June 26, 2003 6:52 AM Subject: [JAVA3D] Java3d /JOGL /ETC


> I posted this to the Javagaming site, but thought I should post this here > also. > <snipped for brevity>

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