Hello everyone,
  A few of my students are using one of our Java3D based engines in order to make a game but we have noticed that setting transforms in the scene are to expensive.
  these guys are animating their "entities" by computing their transforms every frame (as opposed to using animation engine that is keyFrame based) and even though there are not too many transforms, we are having serious performance issues. they have animated an ATAT that has 28 TransformGroups. we tried loading 3 models and attached a behavior to each but the behavior thread runs at only ~23 Hz on a PIII 450 with 128MB Ram. Even though the Models are expensive, our tests show that we are NOT suffering from the render, and the memory foot print does not pass the 35MB line. I have to mention that their computations are done on the native side and after each behavior computes the TGs for each model I pass the data as 12 doubles to java side and stick them in a matrix, t3d and then the scene. If I get the data they compute every frame and just skip t3d.set(m) and tg.setTransform(t3d), I get more than double the performance (eventhough their behaviors are very expensive). do you have any suggestions on how I can improve the performace?
 
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Syrus Mesdaghi            Fullsail Real World Education
Real Time 3D instructor  Winter Park, FL
[EMAIL PROTECTED]     www.fullsail.com
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