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Current Stable Release: 2.0 (13 Oct 2008). This site is devoted to the Aviatrix3D Toolkit. It is a pure retained-mode Java scene graph API over the top of Java OpenGL bindings (JSR 231) and OpenAL Java bindings (for spatialised audio support). It supports lightweight and heavyweight rendering in both AWT and SWT environments. Scene graphs, as high-level code structures need to be optimised for a particular field of graphics. There are quite a number of gaming-oriented scene graphs already available, this toolkit is specifically focussed on the needs of the data visualisation market - starting from a PC and working upwards to rendering clusters, CAVEs, Domes, HMDs etc. For a greater understanding of the differences between the various options in the Java scene graph space, please wander to the comparison pageTo get started, you may want to download the code or go ahead and read a little bit about what it does and the feature list. Also, there are a number of mailing lists to discuss the project or just get information about changes to the codebase. To check on what bugs are currently registered or to add a new bug, please visit the Bugzilla area. Recent AdditionsWe're almost at another stable release point with 2.1. Internationalisation is mostly complete and the code is about to go on to public release on a well known fortune 500 corporate website (Christmas-ish 2009), so we're trampling on the last few problems with running on many different platforms (Intel's drivers are atrocious!). The 2.0 and various intermediate releases of the 2.1 CVS work has been used for the past 18+ months on several public fairly high-traffic websites. (http://www.shapeways.com), so we're very happy with the stability of the code - assuming you have somewhat reasonably up to date video drivers! I have also been working through all the issues needed to support a full deferred shading demo. That's in the examples area of CVS for those that are inclined to work with their own build system. The good news is that we have it all working pretty well now, so expect to be able to keep up with almost all the latest graphics trends. Just a note on the JOGL 2.0 codebase. We have not yet swapped over to using that. It's quite a big change to the way we're doing things, so I want to hang off for a while and see how it goes. When we do integrate it, that will be AV3D 3.0 for us as we'll also use that to really support fully threaded pipelines and some better data hiding of the rendering subsystem than we are doing currently. Given the current rate of progress, you can expect that around the end of 2010. Work in Progress
For more detailed list of what is happening, please read over the Development Timeline document. |
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