Here are my views on all the three options mentioned by you:
1. You should use VRML in the following cases
(a) If your virutal world does not have a lot of event
handling and user interactivity
(b) You do not want an overall access to the renderer
which will manage the states and display your
scene graph
(c) And you are not looking for a truly extensible
solution.
2. A client server approach with Java and Java3D has the
following benifits
(a)You can develop a true object oriented API
which will implement various modules of your requirements
and will cut down your development time by atleast 20%
(b)You already have a set ready-made Java APIs
for handling various type of media- elements. In your
case, its a special advantage because your project, as I understand,
demands integration of various media elements
(c)Java3D Scene graph hides you from the
underlying low-level graphics API (which may be an
advantage ot disadvantage depending on the situation)
(d) In future you can also deploy your solution
as an application on other platforms with minmal effort as
and when implementations of Java3D and other java media APIs become
available on other OSes
3. I am a big fan of OpenGL (both on IRIX and NT platforms). And
I would like to mention that a combination of C+ and OpenGL in no sense
can be called "old fashioned". But in your case, probably its not the
best choice:
(a)In case, you need to display your 3D world on
browsers over internet, you have to write a client (
probably a plug-in for netscape or IE) using OpenGL which will
efficiently render your
virtual world. This is sort of reinventing the
wheel as renderers like Cosmo3D (for VRML) and Java3D (for more
general purpose) are already existing.
(a)OpenGL is a low level API. To handle scene
graphs, you will have to consider other APIs
like OpenInventor, Optimizer/Cosmo3D or
upcoming Farenheit Scene Graph API
(b)As OpenGL will not address your requirements
of other media elements like video etc, either you will
have to use third party C++ APIs for handling it or develop your
own. This might add a significant development time in your project.
Rahul,
G.E. Medical Systems
Integrated Imaging Solutions
Mount Prospect, Illinois
----------
From: Todd A. Shafer[SMTP:[EMAIL PROTECTED]]
Sent: Tuesday, March 02, 1999 10:05 PM
To: [EMAIL PROTECTED]
Subject: [java3d] Java3D vs. VRML/Java/Javascript
I've been doing VRML stuff for quite a while now for "small"
projects.
I've now got an opportunity to be involved in a "big" project
that will
involve two key things:
1) 3D
2) The internet
The project is for business use, involves communication and
presentation
of data, both 2D and 3D, as well as live video, and will involve
development of a server portion to handle multiple users.
Now, as I see it, there are three options for developing this
application:
1) Using a combination of VRML and java/javascript and running
it in a
browser.
2) Using Java3d and Java to create a standalone client/server
application.
3) Using "old-fashioned" technologies such as C++ and developing
using
OpenGL.
For sake of argument, let's assume that I have zero knowledge
and
experience in all three options. Which one would be the best
choice to
pursue.
I know, I know, this can lead to a huge flame-fest, but I'm just
trying
to find out where Java3D fits into the scene as a development
platform
for an actual application, as opposed to just a bouncing ball
demo.
Thanks a bunch!
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