Just as a matter of information:
I have been fighting perf problem for a while and have now manage to
actually succeed performance wise:
#
first get enought RAM!!!
My simple app requires 150Meg which is too much but not really a problem
anymore.

#
Then get a decent graphic card which is compatible with Java 3d: it is the
difference between night and day for US 250$ (indeed, I am not talking
professional cards here, just 3D game mass produced cards)...
a gamble there as Sun people definitively refuse to give any hint on what
can/can not work with Java3D...:-(

#Then be wise; remove behaviours you do not need, trim your scenes, etc
If possible, use a profiler to see where your bottlenecks are: you may be
surprised...
And use jdk1.3 alpha; twice as fast on my boxes.
It is very easy to reduce the number of object in a scene by half without
any visual impact....
Give you better result than C++ usage would give you.
Java is NOT slow in itself: gc, wrong use of java is.....

In short, with the right hardware US$2500 maybe, you can have decent perf.
Olivier
Happier now than he was a couple of month ago.
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Olivier Fillon    Minestar Project
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-----Original Message-----
From: Daniel Selman <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED] <[EMAIL PROTECTED]>
Date: Sunday, December 05, 1999 10:40 AM
Subject: Re: [JAVA3D] Question for the folks at SUN - but im not from sun !


>Don,
>
>IBM also have a native compiler. I don't know whether it works with J3D.
>
>I don't think a native compiler will really help with performance though,
>but I could be wrong. I'd be interested to see any benchmarks if anyone has
>any (general Java and/or J3D).
>
>Sincerely,
>
>Daniel Selman
>
>[EMAIL PROTECTED]
>http://www.tornadolabs.com
>
>
>-----Original Message-----
>From: Discussion list for Java 3D API
>[mailto:[EMAIL PROTECTED]]On Behalf Of Dave Frost
>Sent: 04 December 1999 06:52
>To: [EMAIL PROTECTED]
>Subject: [JAVA3D] Question for the folks at SUN - but im not from sun !
>
>
>Hi,
>
>Just thought i would point out that cygnus have produced gcj, compile
>java source/class files to machine code.  It is in the very early
>stages, doesn't even have  most of the awt.  But i suppose this a
>similar situation to the java port to linux.  i.e. it may take a while
>but it will get finished, and i should think at some point it will have
>java3D.
>
>But others may know more about this !
>
>Dave
>
>"Casteel, Don" wrote:
>>
>> I know Java3d is intended primarily for bringing cross-platform 3D
>> functionality to the web. The price we pay for cross platform
>functionality
>> is speed. By relying on the JRE we sacrifice a lot of speed as compared
to
>> C++ for example.
>>
>> I really do like Java, (I've never been able to understand C++). Java is
>> easier to understand and much easier to work with. It's a nicely
>organized
>> language and well thought out.
>>
>> However I mostly write applications for data analysis and visualization.
>> What I really need is a Java class for compiling binary executables for
>> Windows from Java Applications. The executables should be entirely self
>> contained, and run at speeds rivaling C++ programs.
>>
>> I'm sure there are many programmers out there who would like the same
>> capability, I figure game programmers would really benefit from it.
>>
>
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