JavaGL : old-school, 100% software, 3D engine

[quote=gouessej]Some of his optimizations have nothing to do with a particular kind of rendering
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Well in that case javagl has some too. You talk about scene partition I suppose… 3DzzD is octree-based and javagl uses massively bsp trees, it’s not less optimized… Then, I use javagl in flesh snatcher for collisions management. For example, at this level, 3DzzD uses principally sphere against triangle detection, as javagl uses principally bounding shapes against planes, it’s not less optimized (rather faster, but less precise)… Each library has the optimizations which fits to its functioning, same thing. (sorry for these comparisons but it’s you who want absolutely make some)

[quote]You should really read once more what you wrote about your project several years ago.
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What I said some years ago was valid at this time, nothing to remove.

[quote]Despite that, I appreciate Tesseract.
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Thank you, but Tesseract would be nothing without javagl ;D !