As I stated on the "Your Games Here" topic, I apologize for the delay in responding to everyone.
Let me first just thank everyone for their support and positive responses.
To Mojomonkey: Soon. Very soon. We didn't want to muddy the waters with network problems, mouse problems, keyboard lock-up, etc, etc, etc. We simply wanted to get the word out that Java IS
ready for gaming.
To Matzon: I personally have no beef with Java Sound. In fact, once your overcome the barrier to entry, it's actually a nice API. There are issues, such as Linux will randomly loop sounds and Windows will clip (as seen with the nailgun) but it's not too shabby.
If people are having bad performance with it, try JRE 1.4.2b. There have been significant performance improvements in that JRE and all of our development was done with it but unfortunately because of its beta status we could not redistribute it.
To princec: To be honest, we went with JavaSound because there were so many people saying that it was so poor. We knew that we could make it work. In general though, the Simulation Container is not specific to any sound (graphics, network, input, etc) API. Why didn't we use Java3D then? Let's just say that that barrier to entry to JavaSound that I mentioned before really took something out of us.
To bedelf: The frame rate has an upper bound on it right now so there's no "timedemo" equivalent. We will look into adding something like this for the playable version. I think that the limit is around 65 fps.
All: We will be trying to get out all of the information that we have learned in producing this demo over the next few months. We have a product goal to meet so excuse our silence from time to time. Once all is in place you will have the source code in hand to pour over with a nice cup of Java