Scott,

I think you meant DAVID (Mr. Overlay) Yazel.

Sincerely,

Daniel Selman

-----Original Message-----
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED]]On Behalf Of Scott Mobile
Sent: Sunday, March 10, 2002 3:29 PM
To: [EMAIL PROTECTED]
Subject: Re: Java3d performance


I've just begun work on my own MMORPG, and have some beta testers out there
playing with it.  The entire project is Java3D, including the game server.
This is being created by a team of one, with a few people submitting scenery
and player models.

I've been playing with D3D and OpenGL coding for awhile with VB and C++, but
with Java3D I've gotten further in *two* weeks of development than I ever
have in months of coding in other languages.

I've done little optimizing as well (no LOD, no ROAM, no scenegraph
optimzing and little branchgroup compiling), and we see anywhere from 60FPS
on a 700MHz Athlon to 400FPS on a 2Ghz P4 w/GEForce4, even 20 players
on-screen and over a mile of visible terrain loaded.  So far I'm amazed with
how much easier it is to code this sort of app with Java and Java3D compared
to C++.

The installation process and getting the client ready to run Java3D has been
the biggest hurdle.

The game is a follow-up to a DHTML/CSS driven online game, which currently
has over 70,000 registered users.  We expect smaller numbers for this game,
as of course system requirements are slightly higher, and we have a really y
oung demographic.  But we seriously have the potential to have thousands of
active users.

Here's a screenshot to show off what I've been able to do in a short amount
of time.  These shots are a little dated already, but they show signs of
something coming together.
http://vp2.onebigvillage.com/screens/tofutti.jpg
http://vp2.onebigvillage.com/screens/biggroup1.jpg

Daniel, I'd be interested in hearing (if you care to share) about the
general approach you're taking to the 2D overlays--which seems to be an
issue for any Java3D game.  I don't like the idea of mixing AWT components
and a 3D canvas in the same window--overlays like yours are *much* more
professional.

Scott
OneBigVillage.com

----- Original Message -----
From: "David Yazel" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, March 10, 2002 1:50 AM
Subject: [JAVA3D] Java3d performance


> Hey everyone!
>
> We have been busily preparing for the game developer conference (only a
week
> away now) and a lot of our work has been coming together at a furious
rate.
> I know there has been some question about Java3d performance compared to
> other options.  I was running some tests with our latest build and thought
> you might like to see something :
>
> http://209.235.47.61/screenshots/cosm636.jpg
>
> This is a pretty busy scene and it is running at 29 fps.  This is with
full
> sound, moving sky, tons of geometry, overlays, animation.  It is running
on
> 700 Mhz machine at 1024 x 768 on a Geforce II.  We have not really put
huge
> effort into optimization (besides hopefully good coding) and I know there
> are things we will be doing to improve the framerate down the road.
>
> I do think that Java3d is an amazing technology and performs very well for
> such a large API.  Except for some tricks with shaders and so forth, we
have
> not felt crippled by using a more limited 3d card interface than would be
> available for a straight OpenGL implementation.  I read on the GameDev
> forums that it is a wildly held view that Java is an inappropriate
language
> to code a commercial game.  Well I guess we will just have to disagree.
>
> Night!
>
> David Yazel
>
>
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