Hi
I used my own engine based on JOGL 1 during more than a year. Actually, there are already several 3D engines in Java with at least one renderer based on JOGL but a game engine is more than a 3D engine and writing a general purpose game engine is very hard.
Of course, I would prefer to keep the community concentrated on the maintenance and the development of a single engine but:
- Java3D is very popular even though it is only in maintenance mode (big kudos to Harvey and the individual contributors)
- Renanse stopped maintaining Ardor3D
- JMonkeyEngine and LibGDX are very popular and none of them can replace the other
Creating an engine that others can use, something really documented, understandable, efficient, can't be done by a very few people. Personally, I'll go one using Ardor3D, a very few developers use LibGDX with JOGL 2 (whereas it works very well), some developers use JMonkeyEngine 3 with its JOGL 2.x renderer.
I'm not a big fan of the "game industry". As far as I know, JMonkeyEngine is good enough for commercial games.
Thank you for your explanation. Keep in mind that the JogAmp community already maintains Java3D (actually a very few people :( ). Of course, starting from scratch another engine would be a bad idea. I concentrate my efforts on Ardor3D, I would like to allow it to work very well both on extremely old graphics cards supporting only OpenGL 1 and very recent high end graphics cards supporting OpenGL 4. I don't know how to avoid effort duplication as the project leaders of JMonkeyEngine won't stop working on it.