Hi, did someone check Ardor3D and their current release?
I’m not sure if is the right place for this post, but did some has a feedback or comments about this engine?
Regards
Hi, did someone check Ardor3D and their current release?
I’m not sure if is the right place for this post, but did some has a feedback or comments about this engine?
Regards
It is planned to support even Androïd and it has a better support of JOGL than JMonkeyEngine 2.0 for the moment.
jME doesn’t use JOGL, I thought?
There’s a JOGL renderer, it’s just not supported or maintained very well.
Kev
I do what I can, it is maintained and you know it, it is supported, lots of basic test cases work with it. There are a few remaining bugs in the JOGL renderer but it works fine.
Kevglass, you should read the wiki, especially the introduction :
[quote]jME was built to fulfill the lack of full-featured graphics engines written in Java. Using an abstraction layer, it allows any rendering system to be plugged in. Currently, both LWJGL and JOGL OpenGL bindings are supported.
[/quote]
I meant not supported very well - as in theres a lack of people who answer questions about it on the forums. (as in Support Request rather than Supported Feature)
I meant not maintained very well - as in there arn’t anywhere near as many people contributing to it as to the other renderer (because there arn’t as many people using it as the other renderer).
<EDIT - sent a PM instead>
Kev
People use the JOGL renderer less than the LWJGL renderer in JMonkeyEngine and less people maintain it but saying it is not supported/maintained very well is exagerated. The JOGL renderer is used in the Project Wonderland for example and since I fixed some bugs, the interest on the JOGL renderer in JME is slowly increasing.