Re: SceneGraph Recommendations
Posted by
gouessej on
Jul 26, 2011; 9:10am
URL: https://forum.jogamp.org/SceneGraph-Recommendations-tp3197771p3199839.html
Hi Carlo
I ported the existing JOGL-based renderer of JMonkeyEngine 3.0 from JOGL 1.1.1a to JOGL 2.0. Some months after the start of the project "JMonkeyEngine 3", the JOGL-based renderer was working just fine, I was very happy. Unfortunately, when I tried it several months later, it was no more actively maintained. I ported it to JOGL 2.0 but it was too late, I was alone, some things had been broken and I did not succeed in repairing them.
I have to be more precise. There were problems even on very basic things like windowing. The window was not properly resized, sometimes it was not resized at all (10 * 10 window, unusable).
These both JOGL-based renderers are no more an official part of the engine, they are almost no more maintained, nobody uses them. Please stay far from them, I wasted months and several thousands of euros with JMonkeyEngine. The problem is that JOGL had been the "poor parent" of JMonkeyEngine for years before its removal from the official version. JMonkeyEngine 1 had no JOGL support, JMonkeyEngine 2.0 had an extremely buggy renderer not even working with StandardGame before Matthias Henze and I fixed it, JMonkeyEngine 3.0 supports only the competitor of JOGL officially and the biggest users of JOGL in scenegraphs including the guy who wrote the JOGL renderer for JMonkeyEngine 2.0 and I gave up using JMonkeyEngine. Please switch to Ardor3D, it is not that hard, I can help you as I did it in the past.
JMonkeyEngine has a nice game development environment and a quite big community but it is the wrong way to go if you really want to use JOGL.
I actively use Ardor3D, I have worked on my first person shooter since October 2006. I will provide at least an up-to-date JOGL 2.0 renderer for Ardor3D, a straightforward port as I already did in the past and when NEWT works better on Mac OS X, maybe I might provide a better port using NEWT instead of AWT-based GLCanvas.