Original Post
I just wanted to know what do you think abouth Java3D. Could it be a good video game API? Cheers !!!
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Original post by jolyqr
what are the differences between the following api :
-LWJGL
-JavaOGL
-Java3D
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Original post by redmilamber Quote:
Original post by jolyqr
what are the differences between the following api :
-LWJGL
-JavaOGL
-Java3D
There are two API's in java that provide hardware-accelerated OpenGL access (use all the raw power of that shiny 7-series dual-SLI nVidia card you've got ;)):
JOGL: sun-supported C-style (i.e. NOT java style) API that looks just like using OpenGL in C. Traditionally had more performance problems than LWJGL and more bugs. Traditionally had slower development. None of that really true any more.
LWJGL: games-dev community effort started at approx same time as JOGL, but focussed more on working fast and getting to release sooner. Has been used in quite a few commercial games. Because games need more than just OpenGL - they need some sound too, and java has no proper working input system for joysticks etc, LWJGL added those in too, making it a complete system for games dev. Most people used it for the OpenGL.
Both have become less distinguished over time, especially now that they share a lot of common modular elements, e.g. integration with scenegraph APIs, integration with input systems.
LWJGL is still innately preferred by a lot of games devs because of its pedigree, but it's hard to demonstrate a large real difference between the two now - except that LWJGL is a bit more java-friendly, and a bit easier to use sound API's like OpenAL, whereas JOGL is a bit easier to use with AWT stuff if you need to do backwards compatible etc.
...
Java3D should be compared side by side with: JME, Xith3D and others.
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What do you mean with "official support"?. There is a JSR for Java3D 1.3, 5 years old with an 1.4 "maintenance" version JSR, there was a Sun implementation, but Sun has donated the project to open source community and a new and ambitious JSR was dropped a year ago or so. Shader support is limited and no one use it now.
I dont think Java3D is the best Java option talking about games. Its 6 years old and its use has gone down.
//way earlierimport org.lwjgl.opengl.GL11; //LWJGL version GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID); GL11.glBegin(GL11.GL_TRIANGLE_STRIP); GL11.glTexCoord2f(0.f, 0.f); GL11.glVertex2f(x, y); GL11.glTexCoord2f(0.f, 1.f); GL11.glVertex2f(x, y + height); GL11.glTexCoord2f(1.f, 0.f); GL11.glVertex2f(x + width, y); GL11.glTexCoord2f(1.f, 1.f); GL11.glVertex2f(x + width, y + height); GL11.glEnd(); //Cpp version glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, textureID); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0.f, 0.f); glVertex2f(x, y); glTexCoord2f(0.f, 1.f); glVertex2f(x, y + height); glTexCoord2f(1.f, 0.f); glVertex2f(x + width, y); glTexCoord2f(1.f, 1.f); glVertex2f(x + width, y + height); glEnd();// returns true if RETURN (enter) is pressed// can be put anywhere in your code (e.g. in update method for game objects)Keyboard.isKeyDown(Keyboard.KEY_RETURN);Quote:
Original post by 5MinuteGaming
Hi,
If you are looking for a very good API to substitute in place of Java3D. I would suggest jME works very well, easy to develop with and has a good supporting community. Just another option since the Ogre4j has been taking a while to really get things working.
jME is a scenegraph API built on top of LWJGL with model loading support as well as lighting, animation, sound, and much more. I think it is a better choice for a video game API than Java3D but still Runescape was done using Java3D so it's still a viable solution if you don't have very high requirements on the graphics end.
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