Of interest to 2D overlay artists... The new Java 1.3 beta1 version has addressed the performance hit of drawing to the 2D graphics context during the rendering loop. I was using a work-around solution -- a David Yazel-inspired hovering JWindow overlay -- until the beta1 version was just released. Now, in the postRender method of my subclassed Canvas3D class, I can draw directly to the 2D graphics context (using J3DGraphics2D) with no noticeable performance hit.
The only problem I found is that on some cards the graphics context J3DGraphics2D will display an RGBA buffer as ABGR (see Bug: 4645320 for the bug report). I was told this would be fixed in the beta2 release. Sean > -----Original Message----- > From: Daniel Selman [mailto:[EMAIL PROTECTED]] > Sent: Sunday, March 10, 2002 4:50 PM > To: [EMAIL PROTECTED] > Subject: Re: [JAVA3D] Java3d performance > > > 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 > > > > > ============================================================== > ============= > > To unsubscribe, send email to [EMAIL PROTECTED] and > include in the > body > > of the message "signoff JAVA3D-INTEREST". For general > help, send email to > > [EMAIL PROTECTED] and include in the body of the message "help". > > ============================================================== > ============= > To unsubscribe, send email to [EMAIL PROTECTED] and > include in the body > of the message "signoff JAVA3D-INTEREST". For general help, > send email to > [EMAIL PROTECTED] and include in the body of the message "help". > > ============================================================== > ============= > To unsubscribe, send email to [EMAIL PROTECTED] and > include in the body > of the message "signoff JAVA3D-INTEREST". For general help, > send email to > [EMAIL PROTECTED] and include in the body of the message "help". > ==========================================================================To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".