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Simple Java3D example - no SimpleUniverse

 
zoe goddard
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I'm looking for a simple Java3D example that does NOT use the SimpleUniverse.
 
Rob Ross
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From what I understand, SimpleUniverse takes care of a lot of little details that you would have to do yourself.
If you really want to start from scratch, why don't you just trace through what SimpleUniverse is doing, and decide what you want to rip out or keep, and make your own little starter class?
 
zoe goddard
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That's a good idea. However, I've got 2 reason to want to do it from scratch.
1 - I will want more than one view, and from what I've read SimpleUniverse doesn't support that.
2- (which is my fault for not knowing how) is I can't figure out to adjust the viewing position. I can draw stuff on the screen, move them, etc., but I don't want to have to scale everything down to fit into the small viewing plate area.
 
Thomas Paul
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I recommend that you pick up the book, Java 3D Programming
I reviewed it for JavaRanch: (9 Horseshoes)
The Java 3D API from Sun provides an object oriented abstraction around OpenGL and DirectX functions. Sun provides a fairly good introduction to Java 3D in their documentation. However, it can be difficult to find more advanced information on Java 3D as some of the best information can only be found in newsgroups. This book provides the information that anyone working with Java 3D absolutely needs. The author has covered all the bugs, workarounds, pitfalls, design problems etc. that aren't found in the Sun documentation. Starting with the basics of 3D graphics programming, the book moves quickly on to the heart of the Java 3D API, the Scenegraph. The author does a good job of explaining this key class and how to use it to create 3D scenes. The book then moves on, to explain creating of geometric shapes, defining light sources, creating textures, attaching behavior to objects, interacting with objects, and much more. Each chapter contains code samples highlighting the topics of that chapter. As a novice to Java 3D, I was overwhelmed for a little while but the code samples and the author's excellent explanations of the code kept me from becoming lost. This is definitely a book that should be read in front of the computer while working on the examples. Any experienced Java developer (even if you have no experience in graphics programming) who is interested in developing 3D games or scientific or architectural 3D applications should get this book. (Thomas Paul - Sheriff, April 2002)
 
zoe goddard
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Thanks, I'll check it out.
 
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