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 ------------------------------------------------------------------------------- |
- Re: [JAVA3D] serious performance problems when setting Tr... Syrus Mesdaghi
- Re: [JAVA3D] serious performance problems when setti... Shawn Kendall
- Re: [JAVA3D] serious performance problems when setti... Kevin Rushforth
- Re: [JAVA3D] serious performance problems when s... Shawn Kendall
- Re: [JAVA3D] serious performance problems wh... Shawn Kendall
- [JAVA3D] Performance problems NOT in Tra... Shawn Kendall
- Re: [JAVA3D] Performance problems N... Michael S Warner