The next fifteen or so chapters will be about 3D games programming using Java 3D, Java's scene graph API which can run on top of OpenGL or DirectX.
I'll summarise the main elements of Java 3D, leaving program examples aside for the moment. Then, as in Chapter 1, I'll examine Java 3D's suitability for games programming by considering the main criticisms leveled against it.
There's been an explosion in alternative ways of programming in 3D with Java. I'll list the main ones under the headings of Java bindings for OpenGL, scene graph APIs, and game engine bindings.