gearpasob.blogg.se

Java 3d tutorial
Java 3d tutorial













java 3d tutorial

LWJGL also seems to have better documentation, at least I seem to understand it better and find what I need easier.

java 3d tutorial

One thing that is always needed is documentation, I found Ardor3D to lack in that regard, more than the rest.

java 3d tutorial

I tried Ardor3D after playing a game developed in it but failed to see any really advantage over jME or LibGDX/LWJGL.

#JAVA 3D TUTORIAL ANDROID#

So, I also don't know much about OpenGL and have always felt some difficulty starting with the API (had no knowledge of the general 3D concepts and jargon, had never created a 3D game or application or used 3D in any way, was way to attached to the 2D/Sprite way of doing things) so I may have tried to go for APIs that were easier for me to understand and LWJGL seemed more friendly to me, since I lacked a lot of 3D background I then changed to jME and to LibGDX whenever I want to do Android development, even with LibGDX I always use LWJGL as a backend in the desktop as it feels more responsive and performant. I've switch my 3D focus to modeling and I'm learning to use blender, but I try to test my models and some game ideas on jME and Android using LibGDX. Also, since I had little to no experience with 3D jME offered an easier way to start and get something done, understand how the basis worked and then, if needed, move to something else.Ĭurrently I do little more than tests on jME and I've also started using LibGDX that, though targeting the Android platform allows the development of 3D applications and the deployment in either desktop or Android using LWJGL, JOGL and the Android SDK as a backend. Since I'm a NetBeans IDE user and platform developer, the fact that jME had a complete IDE implemented as a NetBeans platform application was a bonus as it allowed me to use a familiar tool. I know JOGL and jMonkeyEngine are not the same thing, nor is LWJGL similar to jME, still I needed to compare them to see if I was going to have any benefit on choosing a more complete engine or if it was best to use a library that helped with 3D but wasn't a game engine or a 3D engine. JOGL seems way to complicated for someone that has no background in 3D, it's not hard but I felt it was harder than either LWJGL or jMonekyEngine. From those I've chosen jMonkeyEngine for it's easier introduction to a complete 3D noob like me. I'm not really the best person to offer advise on 3D engines, or any 3D related subject for that matter, but I've also been trying to choose an 3D engine for Java and I've used JOGL, LWJGL, jMonkeyEngine and Ardor3D and I can share a bit of my experience.















Java 3d tutorial