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  3D graphics on a network aplication  (Read 1756 times)
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Offline uderman

Senior Newbie

Java games rock!

« Posted 2004-06-21 15:26:52 »


I will create a networked virtual environment in Java, and would like to know what should I use to create the virtual environment and the virtual objects..

does it make a diference using Java3D or JOGl in the network part of it?(Like sending information about the location of the objects to the instances of the program?)

Any ideas are apreciated, since I don't know much about anything Cheesy

also, those are topics that I made asking questions about my project in the Java3D and JOGL forums:;action =display;num=1087577051;action=display;num=1087772943

Offline blahblahblahh

JGO Coder

Medals: 1

« Reply #1 - Posted 2004-06-21 16:39:03 »


does it make a diference using Java3D or JOGl in the network part of it?(Like sending information about the location of the objects to the instances of the program?)

Not really, no. It could, theoretically, if you were being lazy and just trying to use built-in serialization Grin, but in practice the chances of you doing that in a game are very small (unless you're already committed to RMI or similar at a high-level, in which case you probably wouldn't need to ask Smiley).

In practice, you will create a custom message format, and possibly a custom protocol too (although there are some existing protocols you could re-use, like HTTP as a trivial example), and so it's irrelevant what API you use to render things.

malloc will be first against the wall when the revolution comes...
Offline Herkules

Senior Devvie

Friendly fire isn't friendly!

« Reply #2 - Posted 2004-06-21 19:13:50 »

I backup that.

Maybe looking up opensource projects like the DRTS project can give you some hints. Its not VR not meant for a large number of users, but also connects 3D objects via the network.

HARDCODE    --     DRTS/FlyingGuns/JPilot/JXInput  --    skype me: joerg.plewe
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