> It is faster.  It is is also more efficient.

Thanks for the info.

> I don't envy you your mission,
> because it is very easy to write slow Java3d code.  The problem is that most
> of the time if your application performs slowely it is because of poor
> coding.

I am quite proficient in both 3D and Java (but not java3D - I will be)
also for pushing the performance so I expect to be able to push it
with Java3D if I set my mind to it.

I have written som benchmarks already for non-3D stuff

http://www.rolemaker.dk/other/javabenchmark/index.htm
(Not complete so take it with a grain of salt.
PS: Don't comment those benchmarks here - there is a
thread at www.javagaming.org for that)

If you see those benchmarks that also measure "untweaked" code
you will see how right you are about how easy it is to write slow
Java code if you are not careful.

> It's hard to even just calculate triangles per second, frames per
> second or any other metric which would be comparable to other API's.

For the 3D comparison I will use the same strategy as for the other
benchmarks, namely to (try to) create some small representative
3D application and then see what performs best. I will focus on the
rendering itself so I will create a fairly complex scene, ensure that the
same algorithmic optimizations are applied in both and then move the
camera and some scenery around for a number of frames and then measure
the elapsed time. The trick is to make the application such that it
does not end up beng based on a few single features but uses a
representative variety.

I plan to do the 3D performance comparison between:
Java3D 1.3 beta 1 OpenGL
Java with GL4Java
C++ with OpenGL

since all uses openGL any driver differences will be zeroed out.

When done I will naturally post the report on-line.

Jacob Marner

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