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好吧,如果你想要硬件加速,它是依赖于平台的! ..因此需要与一些本机库(至少是驱动程序)绑定。
在我看来,JOGL(较低级别)和Java3D(较高级别)都是不错的选择。
编辑:
每个平台都有自己的 JVM 实现。 JVM 负责“java 代码”和平台特性(硬件/驱动程序)之间的绑定。 3D 内容没有封装在标准 JVM 中。 JOGL 和 Java3D 都是平台无关的,因为它们都会自动绑定到平台各自的本机库。
Well, if you want HW acceleration, it is platform dependent! ..and therefore needs bindings with some native libraries, at least drivers.
Both JOGL (lower level) and Java3D (higher level) are fine choices in my opinion.
Edit:
Each platform has its own JVM implementation. It's the JVM that does the binding between your "java code" and the platform's specificities (hardware/drivers). 3D stuff is not packaged in the standard JVM. Both JOGL and Java3D are platform independent in the sense that they will both automatically bind to the platform's respective native lib.
我可以推荐 JMonkeyEngine。非常简单易懂,功能强大,社区很棒。
I could recommend the JMonkeyEngine. Really simple to understand, a lot of power and a great community.
您熟悉JavaView吗?然而,恐怕根本不是你想要的方向。
Are you familiar with JavaView? However, I'm afraid that it is not at all in the direction you're looking for.
java3d 这不能胜任工作吗? http://java3d.java.net/
Is java3d this not up to the job? http://java3d.java.net/
根据定义,3D 图形是一种依赖于平台的活动。虽然您可以编写一个独立于平台的库,但它无法利用硬件图形加速,因此速度会非常慢。你必须使用平台硬件,而不同平台上的硬件是不同的。
JOGl 是最流行的低级 API。 Java3D 也已经存在。 JOGL 就是 OpenGL,如果您不习惯 GL,那么很难学习。 LWJGL 是针对游戏的更高级别 API,而像 JMonkeyEngine 这样的系统级别更高。根据您想要获得的图形深度来决定您想要哪一种。
By definition 3D graphics is a platform dependent activity. While you could write a platform independent library it wouldn't be able to take advantage of hardware graphics acceleration, and would thus be extremely slow. You have to use the platform hardware, and that hardware is different on different platforms.
JOGl is the most popular of the low level APIs. Java3D is out there too. JOGL is simply OpenGL, and so hard to learn if you are not used to GL. LWJGL is a higher level API aimed at games, and systems like JMonkeyEngine higher level still. Decide which one you want based on how deep into the graphics you want to get.