Just found out, Java 3D gives you the option to use the scene graph but also has an immediate mode which bypasses it.[/quote:138aa2cc50]
Not sure if this is 100% true from what they say in the docs?
This scene graph can be minimal and not noticeable from an application’s perspective when using immediate-mode rendering, but it must exist. http://java.sun.com/products/java-media/3D/forDevelopers/J3D_1_3_API/j3dguide/Rendering.html#47302%5B/quote:138aa2cc50%5D
Anyway, if you decide to use immediate mode, then are you really using Java3D..?
JAVA 3D is fundamentally a scene graph-based API. Most of the constructs in the API are biased toward retained mode and compiled-retained mode rendering. http://java.sun.com/products/java-media/3D/forDevelopers/J3D_1_3_API/j3dguide/Immediatea.html#47576%5B/quote:138aa2cc50%5D
I would say that if you find yourself using the immediate mode, you have probably answered your original question:
For my main research paper I’ve decided to explore the reasons why Java 3D is shunned when it comes to games programming.[/quote:138aa2cc50]
If you are going to go down that route, of dropping most of java3ds features, why not just use OpenGL bindings for java or similar?
That’s probably going to be faster, less overhead… and probably be easier to port to a faster language later as well.
Again, haven’t really used java3d myself, and I’m no expert in this area, so would be curious to see what you end up doing.