Peter,
Both David Yazel (Cosm Project) and myself (Pernica Project) with our
teams, are building worlds that are more complex than Quake/Doom, etc.
There are issues but it does work. As Michael McCutcheon mentioned the
issues are basically like using any technology to make such a world -
the geometries and textures eat up memory like crazy. I'd say memory is
more of a limitation than performance. And Java 3D 1.2.1 gained about a
50% frame rate increase over Java 3D 1.2 so Sun's doing a fine job at
advancing the technology.
Other issues:
1) weak documentation
2) transparent objects are troublesome
3) Performance very dependent upon video card (ie GeForce cards do
great, but a Voodoo 3 is weak)
Michael McCutcheon, mentions the video driver issue. I think that holds
true for any 3D graphics application (really has nothing to do with Java
3D) and most of the problems mentioned have been with WinNT (most gamers
are going to run Win9x).
Java 3D might not hold up for the kind of performance a first person
shooter would desire, but it does hold up for a slower paced more
interesting world (like Everquest).
- John Wright
Starfire Research
Peter Schuller wrote:
>
> Hello,
>
> I am wondering; has anyone had any experience with using Java3D for very
> complex scenes? By "complex" I mean UT/Quake3/DoomIII style (except more
> complex in some respects; but nevermind).
>
> A bunch of us are in the process of beginning a pretty ambitious game
> project. We've pretty much decided to go with Java; but for the 3D graphics
> parts we've been talking about using an OpenGL binding.
>
> However, if possible, it would be nicer to use Java3D. The problem is that I
> haven't had that much experience with it (same with OpenGL), so I am unsure
> wheather using Java3D is realistic.
>
> The only commercial game I've seen written in Java3D is RoboForge - and I'm
> not in the beta so I don't know how well it performs. Everything I've seen
> has been molecule simulations, and not-so-complex scenes.
>
> Assuming we don't use the most high-level parts of the APIs, and render in
> immediate mode, does anyone have any thoughts as to wheather this is
> at all feasable? That is, to use Java3D for scenes so complex. Or, should we
> abandon the idea (of using Java3D) right from the start? What scalability
> problems have you encountered?
>
> Thanks,
>
> --
> / Peter Schuller, InfiDyne Technologies HB
>
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