FWIW,

I like many here coded in C++ for a number of years.  I once thought that
performance was one of the most important characteristics.  Back then, it
was given the hardware.  Today, with Pentium 4 PC's over 2000Mhz and AMD
chips just as fast, does it still make sense to worry about the difference
in performance between C++ and Java?

Heck, by the time the software is written for a large game project the new
CPU's will be twice as fast as they are today, and the 3D cards at least as
fast as the difference between Java and C++ (which seems to be about 50% for
optimized code).




>From: Jacob Marner <[EMAIL PROTECTED]>
>Reply-To: Discussion list for Java 3D API <[EMAIL PROTECTED]>
>To: [EMAIL PROTECTED]
>Subject: Re: [JAVA3D] ANNOUNCE: Evaluating Java for Game Development
>Date: Mon, 11 Mar 2002 19:35:32 +0100
>
>Hi Rob,
>
>In that benchmark the timer is started after the scene is built and
>stopped after the last frame is drawn. The graphs shown in the
>report is when I timed how long it took to draw 3000 frames with
>vertical sync switched off, using the same driver and same
>screen mode / color depths.
>
>So, in answer to your question, yes that is what is measured.
>
>
> > Jacob,
> >
> > In your paper "Evaluating Java for Game Devlopment"you compare the speed
>of
> > OpenGl and Java 3D by measuring the time it takes to create a virtual
>world
> > consisting of several thousand boxes.  Please excuse my naivety, but is
>the
> > time in seconds simply a measure of how long it takes to get the
>graphics on
> > the screen after complialation?
> >
> > Rob Elsam
> >
> >
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