jPCT is a powerful solution for bringing 3D into the Java world. jPCT offers a fast software renderer that is fully compatible with all Java 1.1 VMs like the "famous" Microsoft VM and even the old Netscape 4 VM.
jPCT can render into a native (optionally fullscreen) OpenGL window. You will bea ble to distribute your game as an OpenGL powered desktop application via Java Webstart and offer an applet version in addition.
It integrates nicely into Swing/AWT using its AWTGLRenderer. But what if you don't have hardware acceleration available on your target system or at least you can't be sure that you always will?
Well, just use the software renderer in cases where no OpenGL compatible hardware is available and use the hardware renderer where it is. You don't have to change your code to do this. Just switch renderers and you are done.
Here are some key features of "jPCT":
· loads 3DS, OBJ, MD2, ASC and XML files
· support for octrees and portal rendering
· keyframe animations (taken from a MD2-file or self defined)
· skeletal animations (via Cyberkilla's skeletal API extension or raft's Bones API)
· vertex lighting with an unlimited number of light sources
· ambient, diffuse and specular lighting
· build-in primitives like cones, cubes, spheres...
· spherical environment mapping
· render to texture
· framebuffer post processing (includes a bloom/pseudo-HDR-implementation)
· collision detection (ray-polygon, sphere-polygon and ellipsoid-polygon)
· rotation interpolation and alignment for better camera control
· generates vertex and face normals automatically
· geometry based picking
· transparency effects
· billboarding
· lens flares
· multi core support
Requirements:
· OS: Windows Vista/7
· CPU: 2 Ghz
· RAM: 512MB