[quote]Typo, he meant “through”.
Cas 
[/quote]
Thanks, yes I did 
Will.
[quote]Typo, he meant “through”.
Cas 
[/quote]
Thanks, yes I did 
Will.
They are non-opaque 3D objects. So far, I have only tested it with alpha transparent textured Quads, but in theory it should work for something like a pistol.
Will.
The op mentioned cell shading earlier, does xith or jme support cell-shaded scene nodes? Regardless there’s a NeHe tute on cell shading that explains the process as the op didn’t seem to be familiar with it.
(about JME)
[quote]…and the list goes on and on!
Hope this makes things clearer for you.
[/quote]
well, it does really. I am still inclined on giving each lib a try, but I must say that Jme sounds nice - from a lazy bum’s point of view…which is my point of view ;D
Seriously, though, as I mentioned already, I do not have the feeling anymore that there is a chance of choosing the wrong lib, seeing that actually anything can be done anywhere.
I do wonder what Java3D is going to accomplish in the upcoming version, though.
I don’t know about you, but I feel a certain uncomfortness (existing word in english?) about the fact, that the common roof (the Java API) for all the Java Apps is part of the past. A feature-rich mature Java3D-API being part of the standard runtime would denfinitely be a big plus, for the sake of having only one concise API again only.
But, maybe I am just not flexible enough.
WHatever
That’d be the biggest disaster of all - time and time again Sun have made APIs “standard” by bundling them with the JRE and time and time again all the competition in that area has been buggered and whatever sucky API Sun comes up with festers in their for years. This is why JOGL hasn’t become the standard 3D API, thank goodness.
Cas 
[quote]I saw Marble fun and Dirt in the GDC demo clip, but cant find the games anywhere 
[/quote]
You didn’t look hard enough :), there’s a nice section on our jME forums called User Showcase: http://www.jmonkeyengine.com/jmeforum/viewforum.php?f=14
quote The op mentioned cell shading earlier, does xith or jme support cell-shaded scene nodes? Regardless there’s a NeHe tute on cell shading that explains the process as the op didn’t seem to be familiar with it.
[/quote]
Yes jME does easily support this, it’s shown using a vertex program in one of our basic tech demos.
Hi,
Been away for a while but I thought I’d check in again.
Mkayi, did you get an answer to your original question? I’m in much the same position as you.
To all, is there a page or thread that compares the big three (Xith3D, LWJGL and JME) side by side, feature by feature? I’m not looking for a religeous flame war here - just a compare and contrast kind of thing. I’ve found it difficult to bring all the disparate info on each of these together in such a way that I can understand the differences between them.
Thanks very much!
Varek
Leave LWJGL out of it! It’s not a scenegraph. What you need is a comparison between Java3D, Xith3D, jME, and AgentFX.
Cas 
Ok Princec, thanks for the clarification. I wasn’t even aware of AgentFX! Now I have another api to evaluate.
My question still stands though; is there such a comparison somewhere?
Thanks much!
Varek
no theres nothing official except people talking about them in threads like this (or less like this). Best thing to do until someone writes an official comparison is to take heed to whats been said in this thread and then go to the respective websites of each api you are considering. If theres something more specific you need to know about one of the apis, you could probably contact the developers.
hi there,
[quote]Mkayi, did you get an answer to your original question? I’m in much the same position as you.
[/quote]
well, read through the thread! I did get some valuable information, indeed.
Choice is still up to me and i haven’t decided on anything. Before I dive into hardware-rendering apis I’ll have to learn the basics provided with the book I bought (Developing Games in Java - recommendation!).
I will definitely give both Xith3D and JME a try, just to see which one works for me (more important: which one provides helpful docs when things start to fall apart on me, which they will do…)
Also, it’s good to know that theres the low-level bindings for special purposes, but I doubt I will need those, because the Scenegraphs should do whatever I want to see accomplished (but you never know…)
What I did not get an answer to is my question about feature comparison of DirectX 9 and OpenGL 2. I still don’t know if both Specifications can do the same thing.
AFAIK it’s like this:
Graphics Hardware supports certain features which can be accessed by either DirectX or OpenGL (given the card supports both.)
So, if the Videocard supports Shader 3.0 (e.g.) and both DirectX and OpenGL - there should not be a difference in features.
Did I get that right? Or am I completely lost?
GL2.0 and D3D 9 are more or less functionally equivalent. Neither is widely available in terms of installed user base. You will probably be best to aim for GL1.1 and write 2-3 rendering paths. Of course this sort of stuff is taken care of for you by scenegraph rendering engines.
Cas 
Also not forgetting that DirectX is a windows only thing, while OpenGL is a Windows/Linux/Macosx thing. 
DP
I ought to have an anti linux rant at this point
It ain’t there yet… don’t worry about it
MacOS though, now that’s proper.
Cas 
Okay, I know I shouldn’t… but what do you mean by "It ain’t there yet… "? If we are talking about jogl and opengl, it works just fine.
ducks for flame ;D //
Gregof
Yeah it may work fine, but my point is, as a commercial requirement… it’s nowhere. Supporting Linux on the desktop is still a waste of effort for 99.99% of us.
Cas 
[OT]
my last linux-self-experiment is quite a few years ago and left me frustrated, even though I used an idiot-proof distribution. I knew how to handle consoles and such, but after all i came to a point where i figured i wanted to concentrate on working with my system instead of working for it, configuring hell out the machine…
[/OT]
[quote]GL2.0 and D3D 9 are more or less functionally equivalent.
[/quote]
another good news.
[quote]Neither is widely available in terms of installed user base.
[/quote]
time will solve that problem.