Hi Betrand,

On 12/11/06, bertrand greslier <[EMAIL PROTECTED]> wrote:
I would like to give me, java community and osg community the possibility to
use a 100% java implementation of the OpenSceneGraph api.
Today the JavaOSG is not 100% java, it is just a huge jni wrapper.
 Also, OpenSceneGraph is completly cross-plateform, but with this "new"
solution it could be completly plateform independant and
the OpenSceneGraph project could be extended to the java community (today
the bigger developper community).
It could be use by java developpers who have never learn or understand C++
or simply reject this language for various reasons.
The languages are very near, I have thought to just parse all C++ code and
generate equivalent java classes and code...
What do you think about this ?

I certainly understand the motivation towards being 100% native in a
given language, and yes Java is certainly a more popular language than
C++ in the wider computing community.  In games and simulators where
the OSG is most at home C++ and scripting languages are likely to be
bigger than Java and will continue to be more important as time goes
on.   Good Java support does open a few new markets though which is
where its value would lie.

On the technical front, I would have thought converting OSG C++ code
to a native OSG Java version while possibly doable would be very
difficult to undertake and maintain, at least with the OSG in its
present form with its advanced use of C++.

A more productive route would probably be to create a standardised
scene graph design  that is implemented on different languages.  This
would require multiple independent implementations though, and work
keeping the various implementations in sync.

Reuse of common components would be desirable, i.e a loader written in
C++ should be usable to plugin to a Java version of the scene graph,
or a Java plugin working with a core C++ version.   The way one could
tackle this would be to define the scene graph via the data components
of the scene graph rather than as class objects.  These data
components would be serialized in and out in a standard way that would
facility easy conversion through different language interfaces.  The
scene graph spec would based around a formal protocol that defines all
objects, including how one handles new objects not defined in the
local language.

This is obviously a major departure from how develop the OSG right
now.  I touched on this topic in my Siggraph 2006 talk presented by
Mike Weiblen in our Bird of Feather sessions.   Have a look on the OSG
website documentation page for links to this and other presentations.

Robert.
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