There seems to be a lot of confusion over Java3D, mainly in how one implements it into their preferred IDE, and how to deploy it to end users. Perhaps this is why, in comparison to other 3D graphics libraries for java, this one doesn’t fare to well in the popularity contest.
Anyway, to my question; what makes Java3D different than other graphics libraries, LWJGL comes to mind. Why can’t you simply add Java3D to a projects class path like you would with any other 3rd party library. Personally I prefer the Eclipse IDE, and adding jars to the class path is very easy. Even adding LWJGL was a breeze, add the jars, and reference the natives folder for your operating system. What makes Java3D different in a way that forces developers, and end users alike, to go through a complicated installation process?
If what I mentioned above is not true, and you can simply add Java3D to a projects the class path (and distribute a fully working .jar), why is this method not documented, well known, or even mentioned?
Finally, how would one deploy an application / applet with this library, if in fact it needs to be ‘installed’ as the documentation says. Would one have to tell end users, “Wait! You have to download, and install this before you can even play my game!” which to a person new to java, or someone who knows nothing of programming and only wants to play your game, this may seem overwhelming.
Let me finish by clarifying that I don’t need a ‘tutorial’ on installing Java3D, I am simply bringing up some questions for discussion that haven’t been addressed elsewhere to my knowledge.