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  Java3D/JOGL/LWJGL *confused*  (Read 1214 times)
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Offline appel

JGO Wizard


Medals: 51
Projects: 4


I always win!


« 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

Senior Member




Cut from being on the bleeding edge too long


« 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.

The site for 3D Graphics information http://www.j3d.org/
Aviatrix3D JOGL Scenegraph http://aviatrix3d.j3d.org/
Programming is essentially a markup language surrounding mathematical formulae and thus, should not be patentable.
Offline endolf

JGO Coder


Medals: 7
Exp: 15 years


Current project release date: sometime in 3003


« 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.

HTH

Endolf

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Offline kevglass

JGO Kernel


Medals: 172
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


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

Worth reading the FAQ on this topic (http://wiki.java.net/bin/view/Games/FAQ)

Kev

Offline appel

JGO Wizard


Medals: 51
Projects: 4


I always win!


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

Thanks!

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