JOGL vs J3D

I have learnt some JOGL and I have a book on J3D

I am new to Graphics programming in Java and I have some questions…

Which is better to programming in the way of speed whilst running and the amount of stuff I can do with it?

Can I integrate J3D and JOGL into one shape/panel/canvas?

Many regards.

You want to compare apples and oranges (or whatever fruit you like) :slight_smile:

Since JOGL is a low level api and if you know what you are doing you can surely get the best performance out of it, but you will have to do everything on your own. J3D is a scene graph and abstracts away the low level functionality. This means it might be easier to organize your games content and to program the interactivity features, but you will get stuck with the capabilities and performance of the scenegraph.

So you have todecide wether you want it easy and structured (J3D) or have the best performance (JOGL/LWJGL) with extra effort of implementing things you get for free when using a scene graph.

Also as a scene graph there are other options than J3D like Xith3D, JME, Ardor3d etc. (others here can suggest some more)

P.S. do not cross post

Off that advise,

I think I will take up both of them and see how it goes and see which one I prefer.

Thank you very much :]

So, is J3D even actively developed anymore? Please forgive my ignorance if I’m confusing it with something else.

Don’t know, but it’s working, has a lot of features and there are books about it. I think it makes a good start into 3D dev in java.

Java3D is actively developed when it became open…when Sun essentially gave up the code for it.

Unfortunately there are levels of “actively” … I fear that it has slowed significantly and that is why I went away from it myself. I’ve done a bunch of Java3D code but I prefer the JOGL way since there is so much more information out there for it (when you count OpenGL). The Scenegraph capability of Java3D is nice, but I think some things are harder to implement…I’m definitely staying with JOGL (for now).

JOGL all the way! ;D

Hi, so sorry, so happen to see this thread and I find it very relevant to my problem.

Im doing this application where I have to load a .obj file, and than on the same canvas, draw something on it.I did my work seperately.In one file, I managed to load the .obj format file. In another file, I tried to draw using mouse drag events(still having some problems).
But the thing now is I wish to put them together. Then I realise I cant, this is because one I’m using canvas3D, the other is GlCanvas.

Wat is the difference between them?And which should I choose?

Thanks.

You can not mix Java3D and JOGL, if that is what you are asking.