Check out "IL-2 Sturmovik". It's widely regarded as the best current Flight Simulator. As far as I know it's not using Java 3D but it IS using Java and the performance is fantastic. Yes, they have some occasional "stuttering" issues but it sure is a good case for Java being more than powerful enough for serious real time multi user games. I've flown for an hour at a time without noticing any garbage collection problems.
- John Wright Starfire Research Kevin Grey wrote: > > 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". =========================================================================== 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".