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  Java3D/JOGL/LWJGL *confused*  (Read 1442 times)
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Offline appel

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« Posted 2005-11-01 13:43:33 »

Hello, I'm a new to 3D programming and I was just wondering about all those 3d libraries available. I'm not quite sure on what bus to step on, so I'm asking you guys. What is the most used library today? What will become the most used library? Any  - one better for beginners?

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Offline Mithrandir

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« Reply #1 - Posted 2005-11-01 18:49:37 »

What's your requirements? Pick the API that best suits what you need to do. Each has a different focus, thus different capabilities. Learning one may do you a disservice when you really need to learn the other for whatever you're doing.

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Offline endolf

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« Reply #2 - Posted 2005-11-01 19:18:33 »

There are a few things to consider. The major difference is that Java3D, Xith3D, jME, AgentFX and a host of others are all scene graphs, JOGL, LWJGL and some others are wrappers to lower level API's. On top of these layers are the scene graphs. jME for example, uses LWJGL underneath.

There are a number of discussions on why to use scenegraphs and why not to use them. They provide you with lots of useful features, scene culling, automatic handling of rendering of transparent objects, may provide other utilities like particle engines for example. On the other hand, generic scene graphs cannot provide any game specific implementations of things.

One will get you up and running quickly, the other offers you total flexability.

At the end of the day, as Mithrandir says, you have to decide which suits your requirements the best, and run with it. I've changed between the two several times, and it normally means throwing out great chunks of code.



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Offline kevglass

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« Reply #3 - Posted 2005-11-01 20:21:21 »

Worth reading the FAQ on this topic (


Offline appel

JGO Wizard

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« Reply #4 - Posted 2005-11-02 05:22:15 »


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