Thanks for all the responses
I have been messing with Hello World, but it's on hold atm because I have my regular paying job to deal with today.
A few questions, though:
When you create a plane, how is it oriented? I have been c/p'ing other people's code (mostly Egon's) and I'm not sure I understand what exactly they're doing.
Is a "unit" for lack of a better term a fixed amount of screen space or tied to pixels? How much screen space/pixels?
How is JPCT regarding created objects? The only 2 objects I really want are a cube and a plane and it seems silly to create a 3ds for this.
Also, how well would JPCT handle the following (my scenario):
The plane will be the bottom of the 'world' but the player should never get to that point.
The actual world will be comprised entirely of simple cubes, and we are talking many cubes. They will have a limited amount of textures (less than 32) and all have the same shape obviously, but is there any particular way I should design this? I don't think the renderer will have any problem at all, but I'm wondering about the collision detection having several thousand uniform objects might not matter if they're uniform or not.
Thanks for all your work btw Egon, I really feel like you got the short end of the internet, I really don't understand why JPCT isn't the first thing to pop out of any game dev's mouth when Java 3D gaming is mentioned.