ok,
noticeable speed diffrence can be seen,comparing speed with Java3D and Opengl wrapper(hmm like gl4java or lwjgl).
with c/c++ and java(with gl4java,…) there’s no big diffrence.
when you create same scene(big!!) with java3d and someother gl wrapper,let’s take gl4java
you can see the diffrence.
and java3d doesn’t support all the feature’s opengl could support,once again speeding up release’s will fix this.
my personal opinion is that java3d should drop directx,it only supports M$ platform, well we do have winex but i dont think it’s going to be 100% compatible with windows based directx,atleast not yet.
for taking c# as granted for gaming,ofcourse not, but you have to agree that it does have better starting point than java,don’t you agree?
there’s only one project that has huge potential and that is magicosm(based on java3d?), it’s good gfx,based on java, there’s only one but, how about performance? i haven’t seen demo of it, so i can’t judge.
any other java3d based projects?
i haven’t had time to test lwjgl so i don’t know how it perform’s vs gl4java or java3d,anyone?
althought i’m quite negative for java3d performance it doesn’t mean it can’t be used!
biggest problem i’m facing at the moment how to perform packaging:
-game can be made for small space,depending on game(how large),this is not a problem
-j2se take’s huge space,java3d take’s huge space
only insane modem user’s will download those!!!
don’t know how the phone cost’s is charged in other countries but in here it’s per minute and it’s going to be a lot!!