 |
| |
| META TOPICPARENT | name="FAQ" |
| |
< < | The short answer is if you don't know OpenGL, and you want to get going quick, your game is pretty normal then go for a Scenehgraphs. Good examples are Java3D, JME and Xith3D. | > > | The short answer is if you don't know OpenGL, and you want to get going quick, your game is pretty normal then go for a Scenehgraphs. Good examples are Java3D, JME and Xith3D. | | | Scenegraphs are good for normal games. Generally the optimizations provide will be good enough to support most 3D games. However, if your game is out of the ordinary you might find that you can perform better optimisations explicitly designed for your type of game. |
|
> > |
| META TOPICPARENT | name="FAQ" |
The short answer is if you don't know OpenGL, and you want to get going quick, your game is pretty normal then go for a Scenehgraphs. Good examples are Java3D, JME and Xith3D.
Scenegraphs are good for normal games. Generally the optimizations provide will be good enough to support most 3D games. However, if your game is out of the ordinary you might find that you can perform better optimisations explicitly designed for your type of game.
OpenGL makes sense when your scene is very simple or strangely very complex. If your scene is very simple (say 2D, or simple tile based) it more quicker/more efficient to do write your own culling routines. If you scene is very complex you might want to come up with a scene specific culling technique which will perform better than the generic one provided by scenegraphs.
-- Main.kevglass - 24 Oct 2005 |
|