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 Post subject: Greetings everyone!!!
PostPosted: Wed Jun 08, 2011 4:11 am 
Rookie

Joined: Mon Jun 06, 2011 11:33 am
Posts: 4
Greetings everyone!!!
I am working in java since 4 years but now i feel to develop java 3D games but i don't know, from where to initiate.
I want you guys to help me what should i do in order to be a good game developer. I mean books, tools, engines etc.
I am waiting for your kind collaboration.

Regards...


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PostPosted: Wed Jun 08, 2011 7:12 am 
Bibliotherapist
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Joined: Wed Nov 03, 2004 1:28 pm
Posts: 6751
Location: Oxford, Englandshire
I'm not that up to speed on Java, but I do know there are a couple of OpenGL wrappers available. That's as good a place as any to start looking at 3D.

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PostPosted: Wed Jun 08, 2011 8:13 am 
I've used OpenGL but i really don't like this due to limitations...

Anyways thanks and any other suggestions from all of you please???


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PostPosted: Wed Jun 08, 2011 8:19 am 
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Joined: Mon Jun 06, 2011 11:33 am
Posts: 4
Damn!!!! Forgot to log..... That was me (Above Post)


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PostPosted: Thu Jun 09, 2011 4:28 am 
Ankle Nibbler

Joined: Tue Jun 29, 2010 6:41 pm
Posts: 129
Guest wrote:
I've used OpenGL but i really don't like this due to limitations...

I'd like you to explain to me where OpenGL has that much limitations. In the world we live in today there are only 2 logical choices. OpenGL and DX. Where OpenGL might have even more rendering features that DX.

Even most game engines today use OpenGL and DX. (Where the user can choose a rendering device).

Unless you mean that the wrappers released for Java does not make efficient use of the library, I think you are mistaken. Because with my experience OpenGL has very little limitations. Although I must say, OpenGL is pretty hard if you have never used it before. Also if you have little knowledge with 3D math, OpenGL also doesn't help very much. So I don't think OpenGL is the problem. I think because you are new to 3D, the logic might seem very odd to you, making the library look limited.

You know what I think you need? Instead of using the powerful low-level access library of OpenGL, maby you should use a high-level, more limited, library built up from OpenGL. Try this link. The logic makes more sense, and it's easier to use.


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PostPosted: Thu Jun 09, 2011 4:35 am 
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Joined: Mon Jun 06, 2011 11:33 am
Posts: 4
Thanks alot zappy. I'll definitely look into...


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