So I went to E3 at the end of last week and did some networking with people.
And I found out a number of things. One thing I did was heard some comments
from various programmers and also distributors as well as alternatives to
Java3D.

---Macromedia---

First thing is, I dont think Macromedias 3d solution is much of a threat to
the other 3d solutions. At least I have heard one developer who refered to it
as ducktaping 3d on. Who knows maybe its popularity in the interface area
will boost it up after a while, but again if you look at 2d web games made
for it, in comparison to Java 2d web games, you can probably get the same
idea of the quality of procucts. The only time I have seen anything good out
of it was the independant plugin The Groove engine. But Lingo is still more
limited then Java.

---distribution---

In looking at distribution paths, it seems like RealGames, may be a good path
for some developers. They are not a developement platform they are a
distribution platform, so they dont necesarily care about what the a game is
created with (Macromedia, WildTangent, Java3D or some thing custom) but they
have some strict requirements though for their web games in terms of file
size (the bandwidth I guess is an issue), and I believe their standalone
games they are a little more forgiving in terms of size, but their statistic
was that around 68% of their users have 56k modems. They will though look at
the game and make sure it does not coincide with their current games, like if
they already have a chess game, they will not want to have another chess
game, and they have made some aliances with some companies and they will more
then likely favor these companies products over someone elses. I believe they
are flexible in revenue models. And they will check the game for quality, if
they dont feel your game is ready they will more then likely not distribute
it. With the deals they are making and some of the issues involved these guys
may be a tuff sell.

Also it seems that statisticly most game players, play puzzle or card games,
not so much action adventure. At least for example if you check out
http://www.pogo.com/, you can see that most players prefer those types of
games, and RealGames confirmed this by saying their more popular games are
those. And also I believe it was said that the majority appears to be women
aged 20 something and up.

---Wild Tangent---

The semi bad news in all of this is that, I have decided to move my current
game project over to WildTangents Web Driver, and there is many reasons I am
going to do this. I am not sure if I will keep going this route, I believe at
some point I will come back and certainly I will be keeping an eye on Java3D
and doing small projects for various purposes and keeping up to date on it.

Number one reason, is that out of all the distribution models out there, they
seem to have the nicest, they actual go out and look for places to put
content, and they have a number of customers that want games from them, as
oposed to RealNetworks whom I believe also is looking for games from
WildTangents distribution. Since my financial situation is not rosey I can
not afford to experiment so much in the area of distribution.

The second reason is time, by the time Java3D is ready for deployment (is
easy to distribute on the web through the browser) I will probably be working
on either improving/upgrading my game or working on another game project (I
have short game developement cycles for web deployment). Maybe by that time I
will port it back, or I may wait until Java3D supports boned/skinned
geometries, although in my spare time I may do this myself so that by this
time I will be able to use it. But who knows maybe also by that time a larger
user base will be present and file size will be less of an issue. WildTangent
even was able to get itself distributed with computers (no need to download).

--comparison

The general comparison between Java3D and the Web driver is pretty even (if
you dont take distribution in to account). They overlap each other because
Java3D has a broad range of use.

When you look at it in terms of specific applications, it would seem that the
Web driver is better for games for the time being, because it has higher
performance supports skinned models has BSP trees built into it and comes
with a BSP world building tool, basicly it is best at what it is designed
for. Java3D though is good at a lot of things, not just games

By far though Java3D is the more flexible of the 2, you are working much
deeper into it, and its more intuitive (if I know enough of how it works I
can guess how the rest of it works) and Java3D is more broken down and object
oriented, while WildTangents stuff is like sitting in front of a few walls
and the walls provides all the functionality for you (which is limited), and
control most of the internal stuff.

I think Java3D is better documented especially considering its size, while
WildTangents documentation is kind of punny, some things I found a little
confusing.

WildTangent allows you to use Visual Basic :p, JavaScript and old Java (the
ones that come with the browser), I think it may work with Java2 plugin, but
I think the size of it may not be so good to do on top of the size of the web
driver, I am using however Java2 and ant to make the source files as long as
you dont use anything new, the way I like to work.

Debugging is pretty bad in WildTangents Web driver. During my usage of it I
came across some really baffling problems that I originally I thought was
that the functions were not working, but upon further inspections, I found
out it was that an error was occuring but I had no idea it was occuring,
except that none of the function after it were working. On top of that it
would continue to run even though the error occured, so it was really hard to
figure out if there even was an error, or that the documents were not telling
you how to use things properly. This one error on my part (in the use of a
Java2 Math function that did not work in classic Java) cost me a day because
it was so confusing.

The art path for WT is a bit awkward but in some ways both are. FYI I am a
Lightwave modeler, who exports to Max and does texturemapping and animation
in Max (kind like how SGI artists used to use Alias Wavefront for modeling
and Softimage for animation as well as RenderMan for rendering).

I'll start off with Java3D since it is not that bad. Its art path is bad when
it comes to texturemaps with transparency, you can load objects from various
formats with the available loaders but cookie-cutter transparency does not
seem to be easy to get it in there, I had to break apart my scene and load
the cookie-cutter transparent objects seperately and then sift through the
objects to set the rendering attributes of all the shape3Ds. Morphing was
another issue, the formats available dont have a way to export morphs from
Max and import them into Java3D, plus the Java3D format is not entirely done
yet. I did create a utility to combine obj files and export them to the j3f
format, but it uses a custom version of the j3f, and I noticed that
compressed that j3f files can be smaller then obj files.

With WildTangent, I had to go through a lot of pain to get the work in and
there are still quirks with the way it does it. First the path for importing
scenes that are not modeled in their world editor, requires you to first
export to 3ds (the old 3d studio format), then use a conversion utility to
convert to the X format, then from there use their conversion utility to
convert to their compressed format, that is a lot when you realize you jump
from Max to a command line utility to their utility before you can even use
it. There was a new plugin they have that I tried using for Max to export
scenes, but it screwed up because it automaticly centered my object so the
object was off, which is OK if you plan to use collision detection but my
stuff was going to be custom and required things to be accurate so this
plugin was not acceptable. With character exporting its a bit easier and
supports boned animations, so the file sizes are a lot smaller, but this
plugin also suffers from autocentering which makes it a pain if you dont want
that to occure, they do however have you go through the world builder before
you can use it but this is not as bad, because this helps you organize  and
optimize the character and its animations bit more before using it.

--summary

But above all else, I still think Java3D will be a better solution in the
long run. For the short term for me and my situation I have to use
WildTangents solution, more notably because the way they distribute the
games, we are currently not a big company (there is just 2 of us right now to
be more precise) and our time is limited due to financial constraints. I'm
sure Java3D will eventually support more features, be easier to install for
end users, performance will improve, the available tools will get better, and
more platforms will support it. From what I see Java3D there is nothing but
going up. In talking with WT at E3, they were more interested in taking
advandage of Direct3D, they said they would like to make their engine as
polished as possible for the current platform before considering porting it
to other platforms, and possibly port it to XBox. In looking at their engine
a lot of bits and pieces remind me of Genesis3D which WildTangent had
aquired, the world builder looks much better, but it seems to me they have
not made any major improvements to the over all engine, most of the same
stuff is there. They took it and fixed it up and made it a bit easier, as
well as fit it in a browser with Java being able to access it but it seems
like they have not done to much to it in terms of architecture. I dont see
them moving to far along with it that fast, there may be a lot of issues that
are not entirely visible to me right now, but currently that is my assestment.

Anway, thanks to those who helped me out with some of my questions in this
mailing list. Im not leaving the mailing list I will definetly be monitoring
what is going on here but I will probably start posting a lot less here. Some
how I feel I should apologize or something, but I dont think this is the end.

Leyland Needham

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