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
> >
> >
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