The answer is at http://cg.cs.tu-berlin.de/~ki/engines.html. There are
not only Java 3D engines, but engines for other platforms as well.
Direct link to Java engines page is
http://cg.cs.tu-berlin.de/~ki/3del_26203_hard_java.html.

There are some good engines, but all of them are ENORMOUSLY slow (for
realtime applications at least).

vladimir

Ben Hinkle wrote:
>
> Rob mentions a pure Java implementation of Java3D. Does anyone know of one? Or
> of a partial implementation?
> I've looked at a few pure-Java 3D libraries and they can have acceptable
> performance for my particular application (in my case the cross-platform
> abilities are more important than raw speed).
> I would *love* to see something where users could hook into hardware or OS
> software if it's there and otherwise use a pure Java implementation.
>
> thanks,
> Ben Hinkle
>
> > -----Original Message-----
> > From: Rob Posadas [mailto:[EMAIL PROTECTED]]
> > Sent: Wednesday, September 01, 1999 5:56 PM
> > To: [EMAIL PROTECTED]
> > Subject: Re: [JAVA3D] Why is Java3D Platform specific?
> >
> >
> > Neil,
> >
> > Java applications are "write-once-run-anywhere", but the Java platform
> > implementations are platform specific.  There are Java 2
> > implementations
> > that are unique to each OS.  Java 3D is an extension to the
> > Java platform.
> >
> > Java 3D applications will run on any platform that supports Java 3D,
> > but the Java 3D libraries are going to be unique to an OS.
> >
> > Yes, we could have developed a pure Java version of Java 3D that did
> > not take advantage of the graphics hardware acceleration on a system,
> > but the performance would have been unacceptable.  We instead chose to
> > layer Java 3D on top of OpenGL or Direct3D to take advantage of the
> > graphics hardware acceleration.  In doing this, we introduced
> > a small C
> > layer to interface to the graphics API.  This made Java 3D platform
> > specific.
> >
> >
> > Rob Posadas
> >
> > Manager, 3d Graphics Software
> > Sun Microsystems
> > [EMAIL PROTECTED]
> > (650) 786-7873
> >
> > >
> > > Well you all know my question, from the subject.  I don't
> > understand why
> > Java3D would be made to be platform specific.  It could be
> > because of the
> > DirectX route taken which is only supported by Windows, but
> > there is an OpenGL
> > version.  As long as the platform supports OpenGL it should
> > support the Java3D.
> > >
> > > One reason I could think of was, we are linking to a native
> > library but what
> > does that matter.  If we know the platform we know the
> > corresponding OpenGL
> > library.
> > >
> > > Another reason may because the majority of computers are
> > made up of either
> > Windows Machines.  But if this was ever considered in the
> > creation of Java3D
> > they should take the Java out of the name.
> > >
> > > There are many different platforms out, SGI, Windows,
> > Solaris, Apple, etc. and
> > Java3D is supported on Solaris SPARC only, and Windows.
> > >
> > > Does someone have an answer to this question?
> > >
> > > Thanks
> > > Neil Witcomb
> > >
> > >
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