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1  Java Game APIs & Engines / Java 3D / Re: Java3D: 2 Appearances on a same Shape on: 2013-03-21 07:29:53
Any links to your project?  The links I provided were for my forked version of Java3d I took over
a little over a year ago, if you ever need to use Java7 on newer macs, mine is the only version
of Java3d that will run.

Cheers,

Harvey
2  Java Game APIs & Engines / Java 3D / Re: Java3D: 2 Appearances on a same Shape on: 2013-03-21 06:36:34
I'm always curious when I meet Java3d users, what are you using it for?

If you're interested, the code is here:

https://github.com/hharrison/java3d-core
https://github.com/hharrison/java3d-utils
https://github.com/hharrison/vecmath

Cheers,

Harvey
3  Java Game APIs & Engines / Java 3D / Re: Java3D: 2 Appearances on a same Shape on: 2013-03-21 06:21:48
Well, there are still some Java3D refugees that are stuck with older codebases.  But for sure, I wouldn't write any new code
using Java3d other than as some sort of archeology project.

PS. I just released the latest maintenance release of Java3d yesterday:

http://jogamp.org/deployment/java3d/1.6.0-pre7/

Cheers,

Harvey
4  Java Game APIs & Engines / Java 3D / Prebuilt Java3d jars with JOGL2 backend available on: 2012-05-17 01:29:15
I've finally gotten around to releasing some jars for the jogl2-port of java3d...no native backends
included, built against jogl2-rc8.

Look under downloads:

https://github.com/hharrison/java3d-core
https://github.com/hharrison/java3d-utils
https://github.com/hharrison/vecmath

Cheers

Harvey
5  Java Game APIs & Engines / Java 3D / Re: Why so much confusion over Java3D? on: 2012-05-07 05:22:52
I've actually already fixed the build problems that crept in between jogl-rc5 and -rc8 and removed
a bunch of the native backends.

It would be very helpful to look at the state of the 'master' branch on my github fork, I currently
have a brutal hack on top to get the offscreen rendering working....but it was done more by trial
and error, I still need to get a better understanding of the drawing model...works for me!

git://github.com/hharrison/java3d-core.git

Harvey
6  Java Game APIs & Engines / Java 3D / Re: Why so much confusion over Java3D? on: 2012-05-04 06:07:52
@Harvey Maybe you will have to find another name for this scenegraph.


Got any good ideas for a name?

In any event, I finally got the java3d offscreen rendering going, so I'm likely going to start running the jogl2
backend in my day-to-day use @work.....thanks again for the roadmap (and patches) to get it converted.

Harvey
7  Java Game APIs & Engines / Java 3D / Re: Java3d + JOGL Pipeline + Opengl ES / Android or Worldwind ? on: 2012-02-15 01:04:05

[/quote]
Honestly, it was not very hard to port except for the part using the new native windowing factory. It just works fine. It only uses JOGL 2.0, I disabled the both native custom wrappers. Worldwind is already able to work with Ardor3D, I'm not sure their users are interested in some sort of Java3D integration. It is available on Harvey's github account but he forgot to commit some files :s
[/quote]

Hey, cut me some slack....I got all the code committed, must have been too excited reading the changes. Grin

In any event, I've gotten it up and running here, looking forward to beating on it for a few days and seeing what
kind of performance/stability it has.

8  Java Game APIs & Engines / Java 3D / Re: Java3d + JOGL Pipeline + Opengl ES / Android or Worldwind ? on: 2012-02-06 19:34:39
Antoine,

I'd be very interested in any modifications you've made to Java3d in your private version.

I'm in a similar position maintaining an engineering application that relies on Java3d, you can find
all my Java3d changes at:

https://github.com/hharrison/java3d-core

If you are willing, I'd love to put your changes up there as well.

Cheers,

Harvey Harrison
<harvey.harrison@gmail.com>
<harvey.harrison@ausencosandwell.com>
9  Java Game APIs & Engines / Java 3D / Re: Java3d not totally dead on: 2012-02-05 22:37:37
Well, if you have any of the backtraces still laying around, maybe that would be enough.  Feel free to
post them if you have any (Assuming Java3d 1.5.2?)

Harvey
10  Java Game APIs & Engines / Java 3D / Re: Java3d not totally dead on: 2012-01-29 06:42:25
You have any more info to offer about the pickfast behavior?  If it's something with a small
testcase, or even a decent description I might have a look.  I just spent some time cutting the
memory use of the Bounding region calculations in half, and at least was looking at the picking
code while doing so.....thoughts?

Harvey
11  Java Game APIs & Engines / Java 3D / Re: Java3d not totally dead on: 2012-01-24 02:28:44
Thanks for the pointer, I'll have a look. In our application we write all the scenegraph changes from
a Behavior, so haven't run into those exceptions.

In all seriousness, I will give a good long look at any and all patches you have laying around for
Java3d that are even remotely reasonable.  Please feel free to e-mail them to me.  At very least
I would create a holding branch on that github mirror to make them more visible to others.

Harvey

12  Java Game APIs & Engines / Java 3D / Java3d not totally dead on: 2012-01-22 23:12:02
I've mirrored the Java3d svn repos to github and started updating it assuming Java6
as a feature baseline.  For now all that I've added is a lot of generics annotations.

But I've fixed to races that I hit in practice on larger core-count machines and cut the
memory use of the Bounding regions in half.

If anyone has any patches they've been carrying, I'd be more than happy to take them.

https://github.com/hharrison/java3d-core

I maintain an engineering application that requires Java3d, so I'll likely be maintaining this for the
foreseeable future.

Cheers,

Harvey Harrison <harvey.harrison@gmail.com> <harvey.harrison@ausencosandwell.com>
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