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Re: Required JOGL Jars to run Java 3D 1.6

Posted by gouessej on Nov 29, 2012; 12:05pm
URL: https://forum.jogamp.org/Required-JOGL-Jars-to-run-Java-3D-1-6-tp4027211p4027291.html

InteractiveMesh, I have just read your plans. I have to remind you that the OpenGL native renderer was not working under Mac, such a port would be non trivial to create and particularly painful to maintain (just look at the difficulties we have to keep Mac support in JogAmp).

Secondly, scenegraphs written in Java rarely use their own bindings, they only do so when there is a real problem with existing ones or when they have no other solution. For example, JMonkeyEngine 3 uses its own binding for Bullet but uses both JogAmp and our main competitor for OpenGL and OpenAL.

Thirdly, reinvent the wheel only when yours is better. GL4Java, Jungle and JogAmp have required tons of efforts, don't underestimate this task.

Fourthly, most scenegraphs prefer being modular, separating the concerns ans reusing existing APIs. Creating a scenegraph is already a real challenge even though you don't start from scratch.

In my humble opinion, developers feel better with less but better maintained scenegraphs rather than tons of semi-broken similar ones. I try to avoid effort duplication, that's why I suggested you to build your framework above Java3D instead of maintaining your own fork.
Julien Gouesse | Personal blog | Website