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There is another efficiency problem with java3d, which you hit on in your last post. Using java3d forces you to use the java3d scenegraph implementation.
It is a general scenegraph implementation. And so, it is not a game optimised one, nevermind a game genre specific one. (if you use the given 3d engine, you might get a scenegraph with the engine, but the engine would probably be optimised for a certain genre or sub genre).
So it’s probably going to not completely fit the type of game you are coding, be too generic, and too slow. [/quote:d68ebf9958]

Just found out, Java 3D gives you the option to use the scene graph but also has an immediate mode which bypasses it.