![]() ![]() The goal of Ardor3D is to created a more professionally oriented engine. You are encouraged to download the latest source and build the binaries yourself.Īrdor3D is started by two of the former jME developers. Is has a very good introduction book Xith in a Nutshell that explains the basics. The jME has a huge community site and has many tutorials and examples. Currently jME exist in a stable version 1.0 and a beta version 2.0. ![]() The JMonkeyEngine (also known as jME) is a scenegraph engine inspired by David Eberly’s C++ book 3D Game Engine Design. Java3D is released under GPL version 2 with the CLASSPATH exception Many books has been published about the Java3D API. Java3D encapsulate the underlying 3D API and supports both OpenGL and Direct3D. The Java3D is a scenegraph developed by Intel, Silicon Graphics, Apple and Sun, and the first public version was released in 1998. Java3D is the standardized way to develop 3D applications using Java. I’ll describe four different 3D scenegraphs that I find interesting: Java3D, JMonkeyEngine, XInth and Ardor3D. In the Java world there exist a number of different alternatives. A 3D scenegraph is sometimes referred to as a 3D game engine, since they are often targeted games and has features such as sound, input and particle effects. Instead of using the low level API, you would usually use a 3D scenegraph that hides much of the complexity and enabled you to be more productive. Most often, programming your 3D applications at this level will get very complex, at least if you plan to create a more medium to large application such as a game. In Java 3D programming is typically done using the cross-platform OpenGL API, but there do also exist a bridge to Microsoft’s Direct3D. Getting started with 3D programming requires a bit of math (Vectors and Matrices) and a programming language with access to a 3D API. ![]()
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January 2023
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