All,

Interesting report on using Java for games:
http://www.rolemaker.dk/articles/evaljava/

Sincerely,

Daniel Selman

Author - "Java 3D Programming"
http://www.manning.com/selman


-----Original Message-----
From: Daniel Selman [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, March 06, 2002 1:06 AM
To: [EMAIL PROTECTED]
Subject: Java 3D performance.


Jacob,

Nice work on the report. Very professionally done. I'm curious about the
considerable performance gap you saw between GL4Java and Java 3D. Here are
some thoughts:

Ensure frustum is set correctly (common error) - it is NOT defined using
virtual coordinates:
http://www.starfireresearch.com/services/java3d/supplementalDocumentation.ht
ml#alternate

"In simple terms this means that for a 1024x768 screen all clipping
distances are actually seven times further than what you set them at. - John
Wright"

I didn't check your other code, but it could be that Java 3D is actually
rendering more of the scene than you think.

display method seems like it could be optimized. It performs several trig
functions, calls lookAt and invert on a matrix etc. Presumably this is
called on every frame.

Turn on the scenegraph compilation debug flags to ensure compilation is
happening:
http://www.j3d.org/implementation/properties.html
+ Javax.media.j3d.compileStats=true
+ Javax.media.j3d.compileVerbose=true

You could play with the j3d.renderlock property as well...

Using QuadArray for geometry may not be the fastest option. Why not try an
IndexedTriangleArray for example? A test using BY_REF with
j3d.optimizeForSpace=false would be interesting as well.

Anyway, good work!

Sincerely,

Daniel Selman

Author, Java 3D Programming
http://www.manning.com/selman

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