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Thread: JME Integration

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Permlink Replies: 2 - Last Post: Mar 24, 2008 10:20 AM by: sunsett
mloparco

Posts: 20
JME Integration
Posted: Mar 24, 2008 1:00 AM
 
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The great thing about Java3D/Wonderland integration is that one could build an entire application in Java3D and then with basically one line of code insert its BranchGroup into Wonderland and have it be functional. Is there anything like that with JME we can do now or soon? If not, what would it take to enable this functionality and when do you think we might see the first signs of its implementation?

paulby

Posts: 2,068
Re: JME Integration
Posted: Mar 24, 2008 7:30 AM   in response to: mloparco
 
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You should be able to add the content portion of a JMonkeyEngine scene graph in the same way you could add the equivalent from the Java3D graph. Having said that there we will probably be adding utilities to augment controllers (aka Java 3D Behaviors). For both rendering engines an application will have to be ported to use the Wonderland input system and HUD etc. You would probably also want to integrate with the AssetManager so that texture and other content are automatically downloaded and cached from as asset server.

It will still be a few weeks before you see the first signs of architecture documents and API for review/discussion.

sunsett

Posts: 6
Re: JME Integration
Posted: Mar 24, 2008 10:20 AM   in response to: mloparco
 
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I'm a developer on jME and although I don't know the specifics yet of how Wonderland is integrating with jME it should be basically the same to connect a Node to the scenegraph to integrate with it as it would with Java3D. I would highly recommend looking in more detail at jME for further details about differences and similarities to Java3D.

http://jmonkeyengine.com




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