It would seem that Java is woefully underserved in this area. JMonkeyEngine3 appears to be quite old and the result of many chefs, and supports all sorts of daft legacy rendering paths making it far more complicated than maybe it should be. Ardor was sadly abandoned. Xith and Java3D are ancient.
I’m looking at (specifically) how awesome Unity is. Plonk a camera here, drop a shader there, drop in a 3dsmax model and mask of bits of animation etc. It’s great (although not exactly performant).
I was wondering what the current thinking is on 3D engines’ design might be these days. Back in the day there were basically 2 main approaches: there was your generic “scene graph” based on hierarchical nodes, and there were specialised sorts of engines that did stuff like “indoor environments” and “outdoor environments” and such. I seem to recall that everyone pooh-poohed scene graphs as being the thinking of a diseased mind (not sure why, someone could maybe explain).
After all you clever sorts have explained the state of the art to me maybe we’ll get on to discussion of the next bit, which involves Java.
Cas