I’ve been asked for a commercial (non-game) project which features a 3D applet, so I’m currently researching what would be the best/most reliable option.
So far I’ve been thinking about the following options:
LWJGL:
pros: small, I’m familiar with it, can use jME (?)
cons: doesn’t seem reliable enough as an applet yet, crashing browsers and such (?)
JOGL:
pros: what would be the pros of JOGL applets compared to LWJGL? (are JOGL applets more reliable?)
cons: bigger than LWJGL
Java3D:
pros: D3D support on Windows (more reliable?), good scenegraph
cons: size. Is there a way to deploy J3D applets in a platform independend way, without relying on J3D being installed? I heard there are issues with this on Mac (having J3D installed by default).
jPCT:
pros: has both software rendering and LWJGL, nice and small, easy to use
cons: reliability when using LWJGL (does it support LWJGL applets?)
Preferrably, I’d like to be able to use some kind of scenegraph to do the difficult stuff for me, because the scenes can potentially get quite complex. Therefor, a reliable hardware accellerated option is preferred, but a sw renderer as fall-back would be a nice to have.
Any thoughts?
