On Tue, 11 Jun 2002, Yazel, David J. wrote:

>  To presume that Java3d is going
> to be the limiting factor in the quality of your game at market time is a
> bit like saying that your ability to win the next marathon is dependent on
> the quality of the shoes you will be wearing.

I don't know if you wanted to use exactly this methaphor... If you are
weak runner you will not win marathon anyway. But if you are a good one,
then bad shoes can make it impossible for you.

Back to java3d - you say that if I'm a weak programmer, then I will
no write a game anyway (this is certainly true). But analogy would also
suggest that java3d will make it impossible even for a good programmer...

Analogy nit picking aside :), I think that only real problems with java3d
are not java3d itself, but just java:
- garbage collection (either accept random breaks or do a lot of
acrobatic and code obsfucation to avoid creating garbage)
- image handling (double+ size for images, not-very-fast updates due to
layered representation)
- memory usage (and very bad performance when swapping thanks to gc)

As for java3d, I think that stencil buffer is only part left which is
really needed for _many_ things - rest is more or less special-mostly-demo-only
stuff.

Artur

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