I'm developing on a p3 450 with a geforce2mx graphics card/w 32mb ram. 384mb system ram.
I need per-particle rotations (since I also hook my particle system into my weapon subsystems). But i've not started optimising yet so i'm transforming points even when not needed. The "physics" for the particles are laughable at this point. All that's being done is a position.x + directionVec.x system, with no environmental (gravity, wind resistance) effects being applied. All that the particles check for collisions are the extents of the level. Of course, for my weapons stuff i'll hook them into my actual physics engine, but for the generalized case, this doesn't happen. I should also mention that this system is being tested in a real game environment, with Physics, AI, and Input running, and around 10k triangles (with 2 textures) on screen before the particle system even starts. 5k particles sounds reasonable in a stand-alone application, but this is for a real game, not to put your numbers down (as you didn't specify what else is happening in your application). I'm thinking that 2k-3k visible particles should be the target for a particle system in J3d, but due to the inherent overhead of using J3d, if it's not a low level j3d JNI routine being called, I cannot forsee this happening. I'm hoping for 800 when all is said and done, and 1200 when all possible optimisation (ie. Using java2d for non-rotational, single texture particles) is complete. Of course, this is based on my machine specs, as yours are clearly much, much superior. Question: Have you tried implementing a triangleStripArray version of your code using jdk1.4 && j3d1.3beta? What are the performance improvements? =========================================================================== 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".
