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« on: January 17, 2005, 06:53:18 pm »
If you find jPCT easier than xith3d or jME, then the idea worked. jPCT's goals were ease of use and a small size. That's the reason why its whole functionality is build around the two monoliths World and Object3D. This may also have some drawbacks and it doesn't look very "stylish" but it's easier to understand and its clear where to search for specific methods IMHO.
It also tries to hide the difficult stuff from the user as long as he doesn't need it. That's something where the other approaches fail IMO. It's ridiculous to follow a discussion in the xith-forums if xith should come with a normal generator or not, or why the collision system is broken and won't be fixed and ODEJava is much better anyway...there's no question that there should be a normal generator in a 3D engine (in fact, it was one of the first things that i've added to jPCT) and it's mandatory to have a working collision system. With jPCT, you don't even have to know that normals exist and what they are good for. The same for collisions: It's one line of code to check for a collision. If you want more info about the collision, implement a CollisionListener and you are done. But you don't have to...
I agree, that the current website has its problems to promote the project. On your first visit, it looks like just another applet demo. The frontpage doesn't tell you anything about what this really is all about. That's partly due to the fact that it wasn't much more than a just another applet demo when i designed the page. I think i could do much better now, but it's a question of motivation. I think i have to do it sooner or later though.
However, when you search for "java 3d engine" on google, jPCT comes second with no trace of xith3d and jME...but obviously, this isn't enough to make people think that it's actually a mature and stable product.