I'd like to chime in also supporting "keep it simple".

Yes, access to the low level stuff is great for when we need it.
However the standard problem that occurs with Java is failure to
document and explain when, where and how to use which features.  A
*major* part of keeping it simple is to document clearly how a beginning
user can use Java 3D easily, clearly distinguishing which features are
for advanced users (needing more functionality).

Document, document, document... I couldn't care less what features we
have if I can't figure out how to use them *reliably*!

- John Wright
Starfire Research

Kevin Glass wrote:
>
> I don't think thats completely true. Exposing the low level API in a
> controlled manner need not make the rest of the API more tied in. The
> user of Java 3D takes the choice of using the low level API, and if
> they're careful they can then replace they're low level access of the
> API with the final encapulated/abstracted version.
>
> In some ways there is a trade off between what you expose and how
> useful/competitive you make Java 3D. From a games perspective being
> able to get hold of the more complex features when required would be
> great. Infact, by allowing users to get hold of the low level API you
> give the API developers more breathing space to get the final
> abstraction of the low level stuff right.
>
> In short, I don't think it should be a requirement to use low level
> API stuff, or that the rest of the API should imply any more knowledge
> of 3d graphics than it already does. However, I think it should be at
> the discretion of the applications program whether to use the low
> level access or not.
>
> Kev
>
> PS. Incidently, this doesn't mean of course that its easy/possible to
> provide a nice extensions API for java 3d.
>
> Burrows Anthony wrote:
>
> > But the more you expose the low level API, the more locked in you
> > are to one way of doing things.  Encapsulate and only show the
> > higher level seems more sensible.
> >
> > Tony
> >
> >      -----Original Message-----
> >      From: Kevin Glass [mailto:[EMAIL PROTECTED]]
> >      Sent: 03 July 2002 09:37
> >      To: [EMAIL PROTECTED]
> >      Subject: Re: [JAVA3D] Java3D Team...keep it simple
> >
> >      Thats handy, I was just typing a mail in agreement with
> >      that.
> >
> >      You could relate it to the extensions mechanism in OpenGL
> >      as it stands. It means as new features come out the time
> >      it takes to abstract the new functionality in the API
> >      doesn't stop people using it. In Java 3D this would be the
> >      missing piece, meaning the Java 3D programmers could
> >      access everything available to the OpenGL/Direct X
> >      counterparts, while still harnessing the great stuff thats
> >      provided by the existing API.
> >
> >      Kev
> >
> >      Schäfer, Peter wrote:
> >
> >     > well, I don't see a reason why exposing parts of the low
> >     > level API should
> >     > make Java3D harder to use.
> >     > after all, you don't HAVE TO use it.
> >     > If you're content with the high level API - fine !
> >     > -- Peter
> >     >
> >     > > -----Original Message-----
> >     > > From: Pereira Sieso, Rafael [mailto:[EMAIL PROTECTED]]
> >     > > Sent: Mittwoch, 3. Juli 2002 09:49
> >     > > To: [EMAIL PROTECTED]
> >     > > Subject: Re: [JAVA3D] Java3D Team...keep it simple
> >     > > I agree absolutely with this opinion. I have been
> >     > > trying for
> >     > > more than 20 years of programing to follow this idea
> >     > > but I
> >     > > don't understand why is so dificult to explain and to
> >     > > do.
> >     > > I think that the best way to expand the use of Java3d
> >     > > is to
> >     > > keep it simple to use for everyone and not to transform
> >     > > it in
> >     > > a tool only for "gurus".
> >     > > If not, the future of Java3D will be the same of a
> >     > > number of
> >     > > previous visulization tools, with a active life of 4
> >     > > years aprox.
> >     > > Rafael.
> >     > > (software bricklayer :-)
> >     > > -----Mensaje original-----
> >     > > De: Michael P. McCutcheon [mailto:[EMAIL PROTECTED]]
> >     > > Enviado el: miércoles, 03 de julio de 2002 6:59
> >     > > Para: [EMAIL PROTECTED]
> >     > > Asunto: [JAVA3D] Java3D Team...keep it simple
> >     > > I just wanted to voice my opinion on something that I
> >     > > have been seeing
> >     > > here and at javagaming.org.  It seems that everyone is
> >     > > screaming for low
> >     > > level access, bypassing all of the scene graph stuff.
> >     > > I have
> >     > > heard that
> >     > > in the next version of Java3D, there is going to be
> >     > > this low
> >     > > level access.
> >     > > However, I hope that all of the high level scene graph
> >     > > stuff is still
> >     > > fully supported.  I'm no math programmer, (and not much
> >     > > of a 3D
> >     > > programmer either), but with Java 3D I feel
> >     > > empowered...I can
> >     > > make cool
> >     > > things without being a hardcore 3D programmer.  I'm
> >     > > really
> >     > > excitied when
> >     > > I can make something neat or interesting
> >     > >  wit
> >     > > hout having a
> >     > > degree in math.
> >     > > Anyway, I'm just a little confused why all these folks
> >     > > who want to use
> >     > > all of this low level stuff don't just use OpenGL
> >     > > (gljava?)  Anyway,
> >     > > here's hoping that Java3D stays easy to use in future
> >     > > versions.
> >     > > Oh, and thanks for the cool API.  My buddy is a windows
> >     > > direct X
> >     > > programmer, and he had to re-invent half of the stuff
> >     > > that is
> >     > > already in
> >     > > java3D!
> >     > > Mike
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> >

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