Hallo,

I am trying to do a little game in which one moves around on a 2D plane
inside a wall system loaded from a 3DS file. A very basic native
joystick controller class is used with a behavior that wakes up on
elapsed time and polls the joystick. There is no 'real' collision
detection involved; collision avoidance is faked by limiting movement to
a mesh of path segments. There are no behaviors other than this joystick
controller and there are no capabilities explicitly set for any scene
objects. The translation/rotation resulting from joystick movement
relative to the current path segment is calculated and then applied as a
single transformation to the view's transform group.

This runs fine, but when moving around I experience heavy flickering on
my PIII/500/Win98 - very heavy with the OpenGL version, a bit better
with Direct3D (DirectX 7). Looks like around 10 fps to me. :( The
FramePerSec behavior posted earlier in this list gives me a good 50 fps
average, so this shouldn't be the problem. Varying the joystick polling
interval between 3 and 30 ms doesn't seem to change anything.

The JDK interpreter's profile results don't give any hints to me:
There's a lot of object waiting going on, also some significant time
consumption from the behavior scheduler and the awt event queue. The
joystick update method (as the first of my application's methods) is
called as often as one would expect relative to the polling interval set
and its time consumption looks quite sane. The math/vecmath functions
used don't seem to be relevant at all.

Does anybody have any hints on where to go for further optimization? I
don't have the slightest idea where to look anymore. I can send code
samples on request, but I didn't want to spam this list with my first
posting. ;)

Thanks in advance,
Patrick

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