Hey folks,
Just wanted to announce that Ardor3D has hit its 0.5 release. We’ve managed to keep up a good pace thanks to having some interesting projects using the engine and helping push us along.
Highlights:
[*] Headless rendering support added. You can now render 3d content without a visible 3d display.
[*] Vertex Buffer Object support added as an inheritable flag - also supports automatic buffer combining for more optimization.
[*] Display List support added. You can now compile individual meshes or entire scenegraph branches as a display list.
[*] High quality water rendering support added as a node that can be easily inserted into your scene.
[*] First edition of our geometry clipmap terrain system added.
[*] New render delegate ability added to Spatial. You can now bypass draw operations with a RenderDelegate at any point in the scenegraph.
[*] Multi-context scenegraph support: The same scenegraph can now be drawn to several canvases even if they do not share the same GL context.
What about VBO? Can you tell me when you assume the JOGL renderer will be usable in production phase? If it can be ready even in one year, it will be better than nothing and enough to allow me to push “your” engine here.
I don’t want to pay twice to fix them)