Chu,

my other post partially answers your question. I'd just like to add some
more clarification.

I have a 133 Mhz Pentium, and due to a bad choice of graphics cards it's
limited to software-only rendering. I can only achieve frame rates of 1 to
2 frames per second! I'm telling you this so you know that you should not
make any assumptions about rendering capabilities on the user's side.

As my other post stated, Transforms are the way to move things in J3D.
Definitely faster than destroying and re-creating elements of the scene.
It's especially valuable that nodes moved with transforms don't need to be
re-compiled.

Now if you're going to be simulating continuous motion, the way to go is a
PathInterpolator. You set this up with a starting position, an ending
position and a speed, and then it manipulates the associated transform to
move your part around.

What ends up happening with PathInterpolators is that J3D will re-render
your scene in a loop and as quickly as possible, and will move your part a
distance corresponding to the time since the last rendering. Thus, if your
user has slow hardware, your part will move in large steps and perhaps
appear a bit jerky, but if the graphics hardware is good and fast the part
will move in small steps and the motion will appear smooth. In either case,
the speed of motion as seen by the user, i.e. the amount of distance
covered per second, will be the same.

So once you have "programmed" the motion of one or more parts of your scene
using PathInterpolators, it's actually the rendering driving the motion
rather than the other way around. This setup lets J3D work as quickly as
possible, as efficiently as possible. Other List users may tell you about
some problems in the details, but it's a good start.

-Carl-

At 03:07 09.11.00 , you wrote:
>Just a add on question to my last question...
>
>I'm writing an app that simulates some kind of path generation and velocity
>control...
>
> >From my opinion the easiest way to do it is to regenerate the whole branch
>group constantly, about 5-10 times per second and constantly redraw the
>canvas to simulate it..
>
>But before I go ahead and do it, can usual PCs with 300Mhz processor handle
>it and generate the frames in time?
>
>Chu Tan
>
>
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