Okay, lost of questions…
IF you are in a Java2 envrionment I would strongly suggest either the FullScreen/BufferStrategy API (which doesnt have to be full screen despite the name) OR using an OGL binding and doing “2D with 3D” like Cas did for AlienFlux.
OTOH if you are coding Applets for deployment today then you may need to deal with MSFTS shitty MSVM in which case you are in an AWT world. It can still be done, some of my earliest Java stuff was done that way and I got okay results. Its just more painful. The guys here who do it regularly can help you there.
On the 3D front let me clear up what I can:
(1) Java3D is not abandoned. It is however in “stasis” with no new development being done right now. I don’t have more I can say about that right now, when it stops living the life of Schroedinger’s Cat I’ll let you guys know the outcome. There ARE a great many Universities and the like still doing work in it so it would be pretty hard to just kill outright. (In fact the mars rover browser you can download from NASA is a Java3D app and they are using a version of the same App inside NASA for real mission work.)
(2) We in the GTG felt it was important to cover the basics that hadn’t been covered til now. Ergo we focused on an OGL binding.
We (the Sun Game Technology Group) are supporting JOGL. Another alternative is Cas’s LWGL. Either have their strong points.
(3) There are 2 alternate open source scene-graph projects in the works that play ina similar space as Java3D but are being developed with a bit more of a game-focus. Those are Xith and a currently unnamed project of Shawn Kendall