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Current Release: Beta 3 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 (currently JOGL, but will move to the formal JSR 231 bindings when released) and OpenAL Java bindings (for spatialised audio support). 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 AdditionsBeta 3 is now out for everyone to work with. If you have not done so yet, please pay a visit to the installation page. With the addition of spatialised audio support, you'll need to download more libraries, and it's not exactly trivial as some of the drivers are broken. With this release, we're very happy with the stability of the system. The only work left to do is complete some of the missing features in the multipass rendering capabilities and push in a lot of utility support for things like file loaders and input devices. We're expecting Beta 4 will be released at the end of the year probably in late December. We're going to be showing a Aviatrix3D off at I/ITSEC this year. Depending on a few behind the scenes activities, we're expecting to have Aviatrix3D running different demoes in at least 4 different booths under various guises. Come see what we can really do with this and compare against our C++ peers, such as OpenSceneGraph. Work in Progress
For more detailed list of what is happening, please read over the Development Timeline document. |
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