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  X3D M6 Now Available  (Read 1782 times)
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Offline michaelm001

Junior Newbie

Java games rock!

« Posted 2003-01-07 02:32:22 »

Quote From the Java3D list:
Highlights of this release:

Alignment with the ISO X3D FCD specification
X3D XML Encoding complete
Example program showing how to convert XML encoded data into X3D worlds
Event Model rewrite, should be fully spec compliant
Heavy ECMAscript debugging
Heavy EXTERNProto debugging

You can download Xj3D at:

It's good to see this XML-3D stuff progressing nicely.  Good job to all involved!
Offline zingbat

Senior Devvie

Medals: 1

Java games rock!

« Reply #1 - Posted 2003-01-13 20:51:24 »

I think that xj3d has a great future my only problem with it is the critical lack of good tutorials.  

The only thing i wanted to do with that thing is to set it up to read X3D so i can make my game with ECMAScript and X3D only.

And by the way anyone knows of a good exporter to x3d ? Something that at least can export from .max to take advantage of multi-texturing capabilities of X3D.

Offline Mithrandir

Senior Devvie

Cut from being on the bleeding edge too long

« Reply #2 - Posted 2003-01-16 02:33:30 »

The X3D spec is still relatively young so the lack of tutorials in general is going to be an issue for a while yet.  To date, only the abstract spec has been sent to ISO. The two specifications for the file formats and scripting APIs are not yet formalised. However, to get you going, some VRML97 tutorials and the X3D abstract spec should be enough to get you going.

For the Xj3D-specific part, the loaders are just like a stock loader. There's a few restrictions and a lot of extra capabilities, but overall, it's usable just like any other loader.  If you want to do in-depth coding using the toolkit as a more general application framework, yes, we are sadly lacking in tutorials. At least some of the issue is that we are not yet completely settled over the architecture. Things are still tossing and turning a bit as we sort out more of the core X3D spec requirements. Writing a tutorial would be OK, but it would be soon out of date.  We have a collection of tutorials on extending the codebase to add neew nodes, renderers etc, but nothing about using it in an application environment yet.

The site for 3D Graphics information
Aviatrix3D JOGL Scenegraph
Programming is essentially a markup language surrounding mathematical formulae and thus, should not be patentable.
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