PROJECT Rejected: jinx

Jinx Engine

Typically, scenegraph renderers provide an abstraction above the rendering library to hide away the details of a particular API or support multiple technologies through a single interface. While this solves these issues, it can also lead to a new API which becomes just a complex to learn. Developers with an understanding of graphics libraries such as OpenGL can often feel like their hands are tied using a scenegraph due to the nature of this abstraction.

Jinx is 3D hybrid scenegraph rendering engine for LWJGL. Rather than abstracting the underlying rendering technology, Jinx embraces it, allowing a mixed mode of programming through pre-defined and custom nodes in the scenegraph.

The developer is given the choice of fully utilising the existing scenegraph structure and at any point adding nodes with custom LWJGL rendering code. The Jinx API uses the LWJGL classes extensively to further support the familiarisation of existing LWJGL developers.

The goal of Jinx is to find a balance between a high level scenegraph which allows rapid development of the rendering process and flexibility to allow interaction with the engine at any point by providing custom rendering code.

As this project has receieved no yes votes this week, I am retiring it as rejected.