Call me crazy, but I think there's more to 3D games (especially first-person shooters) than just the life-like graphics. Once you conquer life-like graphics (as far as the human eye can tell), I believe game vendors will move to more complex physics engines or AI routines to make the opponents more intelligent. e.g. buildings that fracture and crumble when hit by an RPG, transforming the terrain and enemies that recognize certain heuristics in your game play.
On top of all this, I'd love to see the performance of this after crunching 10-20k tweaked particles (assuming it was run on a machine that had a realistic amount of ram, e.g. 128-512M). Better yet, just let it run for 3 hours straight and graph that. My guess is that you'll see all kinds of lag spikes from GC, but then again, that's a whole other issue to tackle :-P I think that these tests are slightly misleading in that area because they do not run for a realistic amount of time. Yes, Java at some point may possibly be the language of choice for 3D games. However, it doesn't come down to just 3D rendering benchmarks over 120 seconds of runtime. Plus there is so much competition in the gaming industry right now that pushing the processor to the extremes will no doubt be necessary for success. ~~K -----Original Message----- From: Darrin Smith [mailto:[EMAIL PROTECTED]] Sent: Monday, March 11, 2002 3:07 PM To: [EMAIL PROTECTED] Subject: Re: [JAVA3D] ANNOUNCE: Evaluating Java for Game Development Oh man I don't agree with that. The human eye can only discern, what is it 30 or 60 frames per second? As far as the number of triangles never being enough well that goes along with how many colors are really needed to be displayed. Again, the human eye can only differentiate about 16 million or so if I recall correctly so what use is there to display more than that? I'm sure that there is a point to which additional triangles on a given resolution will not improve the image as far as the human eye can tell. So someday (in the not too far distant future), I can see us reaching a point where we will have "lifelike" images on our PC's for games. At that point, why is there a need to more triangles? If a Java app can provide the number of frames at the required triangle count, then where is the arguement for a faster language for games? >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 20:30:45 +0100 > > > > > After all, just how many frames do you need to > > have per second anyway? > >Wrong question. The question is "how many more triangles do you need on >screen?" > >And the answer is that I want all those I can get while still getting a >a decent frame rate. You will never come to a point where top notch >games have *enough* triangles on screen. > >Jacob > >=========================================================================== >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". _________________________________________________________________ Chat with friends online, try MSN Messenger: http://messenger.msn.com =========================================================================== 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".