Grrr… reply toooooo long. This is the short version 
In return, I suggest you not take things personally and realise that I’m debating the concepts you personally have expressed as being desirable, which I am pointing out are non-desirable for anyone with more than a basic set of development experience, regardless of whether it is gaming related or not. If you don’t like having someone debate you by taking your arguments and using them against you, don’t express a public opinion. You asked for an opinion and so I’m giving you one. I bring up my own examples from 14 years of professional software development as these are something I can speak with authority on. In return, you debate with hand-waving and all the hallmarks of someone with no realworld experience.
[quote] Go figure. So why don’t YOU go find a forum about Visualization.
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Because this is the one and only JOGL forum. Let me remind you again; JOGL is the Java bindings for OpenGL. OpenGL usage in gaming is a small niche of a far larger set of users. If there was a visualisation forum specifically targeted at JOGL, I would be there. There isn’t. Sun have stated that this is the one and only official discussion forum for JOGL, and so I’m here mixing it up with all the gaming people. If you don’t want non-gamers in here, do something about it - talk to Sun and get them to create another forum.
[quote] Just because i don’t have experience doesn’t mean i can’t analyse my possiblities and study the market. Instead trying to intimidate people with your great developer pose why don’t you actualy show some knowledge about PC games.
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Sigh… pity you, Zingbat, can’t understand humour. Perhaps you’re not a native english speaker and so subtly of the english language is lost on you, If so, sorry about that. Re-read that portion you quoted. Features of a language do not make a competent programmer. Adding features to a language or API do not suddenly make a competent programmer. If a programmer is not competent beforehand, they’re certainly not going to be competent after either. In fact, in my experience, they become less competent as they discover the size of their sandpit is now bigger and try to still use all the sand without understanding the basics.
[quote] So why many successful PC games have you developed and sold ? What is the name of your studio ? What publishers have sold your great games ? Can we see a review of them on gamespy ?
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Hmmm… depends on one’s definition of “game”. My gaming toys are typically far more expensive than your average college student could afford. ;D As far as professional game development is concerned, no you won’t see them on gamespy. We work with companies doing promotional games, particularly for use at tradeshows. For example, the one coming out at the end of this month will be used for promotional work at a medical conference here in Seattle for heamophiliacs. From what we know, it will be used exactly twice - this conference and another later in the year. Any other time, if you turn up to a conference like I/ITSEC, you’ll see our “games” in use all over the place.
[quote] So you’re saying that type-checking is not important.
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Correct. Important meaning causing a lot of problems for application development. In fact, it’s close to a trivial in problem in large scale project development. As I pointed out before, the far greatest time consumer in terms of development and debugging is dealing with 3rd-party issues - driver bugs, external API bugs or features not implemented according to the documentation. One could go on about various theories here about good API design eliminating the need for type checking, but that’s one for the OO-zealots to play with. Here we as discussing an existing, well established and documented API and access to it in a given programming language.
[quote]And by the way i saw your documentation. Not much of UML in there and javadocs with contract programming isn’t there.
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Which codebase? There’s at least 8 different public codebases that I’ve worked on. Several very large multi-million line private codebases too, one of them describable as safety-critical. What you happen to “require” for development is not necessarily a requirement for all development. Since you have not been privy to all of the projects I’ve worked on and seen what documentation is provided and where, I’m sure you have no clue about what you speak.
As for documentation of my projects, just what is your point here? Surely it’s not just to make an ad hominem personal attack is it? No, of course not., how silly of me to think so.
[quote] So you’re saying that junit replaces type-checking and high-order language features and i need an opthamologist
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Once again, humour is lost on you, zingbat. Rather than assuming a defensive posture, sitback, relax, grab a coffee, and your reading glasses, and comprehend what I am actually saying, not just the words on the page.
Just so that you don’t get confused again, let me restate it a different way - type checking can be handy, but in terms of application development, it is not particularly useful for ensuring code quality. Unit testing is going to be far more useful in the long run. Type checking will not find regression bugs, or invalid data due to the external environment that the isolated piece of code is using having changed. In the couple of examples I gave, I showed how type checking may have saved me a total of about 2 minutes over the period of an entire year of development. That, in my book, means that it’s not useful at all as a development tool for ensuring code quality.
In the cases where there have been bugs related to OpenGL, the problem has been using the right types, but the wrong values. For example, in a volume rendering application I was developing, I had wrap on rather than clamp, which caused all sorts of “interesting” problems. These were immediately visible by what I could phyiscally see on screen. Problems with passing the wrong values to openGL are not going to be a one-pixel issue. You’re goinig to see entire objects look completely bogus - textures or complete objects missing, colour tints wrong. Type checking is not going to help you at all - the right types were passed, just the wrong values. That’s what unit testing and visual inspection are going to help with.
[quote] Doing PC games is not the same thing as doing Visualization little applications
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And now who’s doing the belittling? So, since you have no clue about visualisation applications, don’t offer comment on something that you don’t know about. Some basic googling on something like a tank or naval ship bridge simulators will be enlightening. Hard realtime constraints, working with both physical and virtual models and interface to external equipment is far more complex than the very simplified models that PC game development uses.
In return, I ask if you, Zingbat, have actually developed a graphics engine, let alone a game engine? From everything that you have stated so far, it does not appear so (for reference, AV3D is my 3rd such endeavour). Writing off coding of optimised culling routines and so forth is not exactly a trivial task, as you so seem to want to imply.
[quote]Yes but not everyone has 2 years to make Aviatrix3D.
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Well, I did state I’ve only been working on it for just under 1 year. But, you stated earlier:
[quote] Why ? Because thats how it is. Just check Doom3, Half-life 2, Morrowind or any other successful game. Game engines are complelety rebuilt every two years (sometimes more).
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So which argument are you going to use then? Either game developers (professionals) have to spend every 2 years rewriting their game engine, or they aren’t. You can’t have it both ways here.
Now, going back to my specific example in terms of Aviatrix3D, it has almost all the features of a game engine available today. There’s skinned meshes, a physics engine (just finishing it off today integrating ODE), large-scale terrain rendering, particle systems. Shaders, layers and multipass rendering are all available. About the only thing currently missing is IK. They’re not part of the core AV3D because visualisation takes a different approach - componetised rather than an integrated monolith serving a very specific rendering style. That’s taken me a year to implement as a single developer. Gaming companies, assuming they’re not licensing someone else’s engine, will have 2-3 developers doing the same thing over a couple of years. The comparison in features/capabilities equality seems pretty good to me if you’re considering professional development. Amateur is a different kettle of fish of course, and not one that I’m considering (if you want to, go compare to the Xith3D group as they would be the closest equivalent).