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
> >
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