Friday, August 14, 2009

Java 3D Graphics Options

There are several approaches to doing 3-D graphics with Java. Unfortunately, there is no "standard" way. The core of Java does not include 3D graphics in the current versions (Java SE 5 and 6). The upcoming new version (SE 7) also does not, though it is intended to include a modular system that will download Java components that aren't already on a system as they are required. Chances are the major Java 3D APIs will take advantage of this.

Ways to Get 3-D Graphics in a Java Program:

1. Code It Yourself
You can write your own 3D graphics routines in standard Java. This avoids the need for those who run your programs to get add-ons to their Java to run your programs. It also means you'll really know what's going on in your 3D code.

However, this probably won't be an effective technique for you if you want to write programs with very sophisticated 3D in them, or need high performance.

2. JOGL
JOGL is a low-level set of APIs for accessing OpenGL on the system the program is running on. Runescape uses it. If you want to learn how to program 3-D the way most of the pros do it, and aren't afraid of having to learn all sorts of technical 3D graphics stuff to get there, then JOGL may be for you.

If you want to stick to a Java-like object oriented way of thinking, or don't want to delve too deeply into the underlying 3D graphics technology just to get a picture on-screen, then JOGL is probably not for you.

3. LWJGL
Another acronym, another low-level library like JOGL. LWJGL is oriented toward game development, including support for hardware like gamepads and controllers in addition to 3D graphics support. With respect to graphics, it has the same advantages and disadvantages as JOGL.

If I were going to start using the other capabilities of LWJGL right away, I'd start with it rather than JOGL. If I were focused on learning 3D graphics programming with OpenGL first, for example using the "Red Book" for OpenGL, I'd start with JOGL then move over to LWJGL if I felt it would be helpful.

4. Java3D
This is a high-level Java API that uses an object-oriented way of doing 3D graphics. It sticks with the same approach to doing things as the rest of Java. It lets you easily create 3D objects and set them up in scenes for display. If you're entirely new to 3D this is probably the place to start learning.

To use it, you need to install it on your system. Also, anyone who wants to run your Java3D programs will need to have it, too.

Java 3D binaries for different computer systems are available for download.

A good community site for further information on doing 3-D graphics with Java--no matter how you want to do them--is j3d.org.
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