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1  Java Game APIs & Engines / jMonkeyEngine / Re: Blender exporter, and XML issues. on: 2005-04-22 21:36:46
Blender exporter? Where is it? Can't wait for it...  Wink
2  Java Game APIs & Engines / Xith3D Forums / Re: Good Geometry editors for Xith3D? on: 2005-04-17 22:55:15
Hello

Blender has a bigger learningcourve but it is simply amazing what you can do with this completely free tool. Now as it integrates Yafray as render engine, I'm sure it gets more important and we'll hear more from Blender in the future.

There is an Java3D Export script. It uses XMLDecoder from jdk < 1.4 to load the objects. So you don't need any specific object loader after the export.
Since Xith3D is "similar" to Java3D, I'm sure it would be possible to make the definitive Xith3D exporter with Blender.

Cheers

Bössu
3  Java Game APIs & Engines / OpenGL Development / Re: LWJGL vs Jogl on: 2005-02-14 10:56:08
Hello blahblahblahh (and others ;-) )

I see, the discussion is beside of "only" OpenGL, OpenAL, Input-Binding. ;-)

Well, feature-lists... It would be really cool if there would be a list which helps to find the right solution for a problem, hands down.

Cheers

Bössu
4  Java Game APIs & Engines / OpenGL Development / Re: LWJGL vs Jogl on: 2005-02-12 13:02:35
Hello blahblahblahh

Actually the only feature you'll find in JOGL which is not present in LWJGL is the embedding with AWT. If you don't need that feature, I suppose you won't find the killer feature in one or the other library that you search for.

All other things are more or less a matter of opinion. JOGL is more modular. You need to download more libraries for sound and control (e.g. joal and jinput).
Also JOGL is more instance oriented. That means you get more the feeling of OO in JOGL. Even the fact that JOGL talks about games, it's also useful for other things e.g. in Swing.

LWJGL puts everything in one distribution. It seems to me more like a "best of breed" library for games (graphics, sound, control in one place). It's developed for games and nothing else in mind. You'll get everything you need from one place. LWJGL uses heavily static methods (as far as I see that). This looks more like C and that means also the layer in LWJGL is slightly thinner than in JOGL. Thats cool for all those who need that transparent approach.

Fact's are: Both libraries are well developed, both have reached mature stability and both have enthusiastic support from their developers.

I suppose you search the library for a game. ;-) Games usually don't have the requirement for a long term maintenance track.
So I think you can't go wrong. Just use the library that looks useful for you and that supports your programming style.
Sometimes it's better just to begin... ;-)

Cheers

Bössu
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