(Op, sorry for borrowing your thread)
No, I totally disagree (and frankly this attitude is getting really annoying). What we should focus on is encouraging people (and providing them the tools) to write fun, innovative and most importantly polished games with whatever rendering approach suits what they’re doing. The most important thing, if the goal is to increase the credibility of Java for games development, is seeing polished modern looking completed games coming out (see Milpa for instance. The number of development sites I’ve seen Pulp and Milpa raises the profile of java game development more than any 3D tech demo of the latest over hyped GL feature).
To be brutally honest, I don’t think that TUER looking like a average software ray casting engine from the 1990s but actually using GL underneath is really a good advert for java for games development. More over I see it as unlikely that many people would want to use it as a basis for a new FPS given there are more complete and modern looking options like Jake2 and Agency9’s Megacorps.
I’m not sure what your personal objectives (I assume skill improvement and personal growth) but please don’t try and push personal likes and dislikes as an approach to making java more viable for games development. The commercial game development world has recently woken up and realised quite how important casual, web and specifically 2D game play games are to the future of the industry, isn’t it about time you did?
Kev
PS. And for interest I’ve developed complete and modern 2D and 3D games (both commercially) in Java, before you start trying to throw the technical competence nonsense around that you did on the AnalogKid’s thread. I’m more than able to develop 3D games (especially with the great tools we’re provided in Java), I simply find 2D a more expressive rendering approach than generic souless 3D models.