Your idea about a jPCT 2.0 project sounds like music to my ears
While it's true we don't need another j3d clone, I don't think jPCT is or will be. Especially in combination with LWJGL it can be a lean an mean gaming API, LWJGL having similar qualities of being small yet powerful and easy to use.
If documented properly, it wouldn't be such a problem if some features were ignored or simplified in the software renderer. The software renderer of the unreal engine also didn't support all the engine's features for example.
One more question: Are you limiting the hw renderer's featureset because the current jPCT is designed as a software renderer or is it a design goal that both hw and sw renderers have identical features?
While it's true we don't need another j3d clone, I don't think jPCT is or will be. Especially in combination with LWJGL it can be a lean an mean gaming API, LWJGL having similar qualities of being small yet powerful and easy to use.
If documented properly, it wouldn't be such a problem if some features were ignored or simplified in the software renderer. The software renderer of the unreal engine also didn't support all the engine's features for example.
One more question: Are you limiting the hw renderer's featureset because the current jPCT is designed as a software renderer or is it a design goal that both hw and sw renderers have identical features?