is it posible to make this api work whith the SGS
Yes but with a caveat.
For clients its no problem.
Servers however are often headless and the scenegraph requires X11 to run.
Therefor, ona sever, you cna use the vecmath operations and Transform3D (we do this in the
BattleTrolls demo) but you cannot use the scenegraph unless you knwo you wil lbe deploying on servers with X11 and a graphics screen,
So we will be dealing with this quite a bit, and soon/now!
We have allot of in-house code that sits atop and beside Java3D for most things but Java3D is still wired up in there.
Perhaps, I’ll post my progress and issues as they happen. It would be great if we could pool this information. In other disciplines they have been been dealing with this for awhile, and I know of a few projects (develoeprs posted to the OTHER Java3D forum) that do server side Java3D stuffs.
It’s funny, but Jeff(SGS) has been the major compelling reason for us to have a headless/renderless Java3D
Ironic isnt it?
Maybe ist time to bug Kevin about it …
i think it should be worked on seeing as 3d games are one of the major areas of the game industry
[quote]Therefor, ona sever, you can not use the vecmath operations and Transform3D (we do this in the
BattleTrolls demo) but you cannot use the scenegraph unless you knwo you wil lbe deploying on servers with X11 and a graphics screen,
[/quote]
On linux you can use Xvnc which mimics the graphics card and everything works great. I did this on a production game server and never had any problems (once I got it configured). This was quite a while ago. Before Xvnc and on Sun I used to start XWindows from the rc scripts and have the xhosts + command in the .dtrc (I think it was .dtrc) file. This also worked great, but is not recommended unless you are behind a properly configured firewall. There always seemed to be security issues with X and Tooltalk.
Xvnc is typically part of the default X11 install so it should already be installed.
Wood
[/quote]
SLight misquote, I said you CAN use vecmath and Transform3D.