I know how to use J3D, to some degree and that is good but I am glad that if I did run into something unsurmountable when I was trying to develop something with it I would like to be able to switch to another API that fits my needs better. I don’t agree that a single scenegraph can do everything I want it to or if one can then it could be so abstract or so huge as to be impractical.
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Hmmm… I’m not so sure… Huge ? Not if you split parts in different jars and if they’re not inter-dependant (except of the core).
Hmm… you may be right, but anyways it’s a lovely way to fall into a heavy flame war.
A more informative poll would be asking what’s the better scripting language for what purpose. Prolog is wonderful for dialog and creating a sort of “brain” to npcs.
For more mundane tasks like gui scripts and configuration, load/save scripts beanshell or javascript are my best choice, whatever is faster.
Edit: Some games are already using rule based ai systems like Oblivion with their RadientAI so i don’t think it’s too wild to think on terms of rule-based systems for game purposes.
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OK. Interesting.
That’s not very important and can be easily fixed. If sunsett says the true, and if this is the only reason why not to use jME, then jME can easily be the best scenegraph.