Grant Andrew Crofton wrote:
Thanks for those who responded to my questions. My prototype game is
finished, if anyone is interested I will make it available once I've
done a little refactoring (a few weeks solid should make it
readable...).
basically, I wanted to see if Java3D cold be used to make a Quake-style
FPS game, so i did it as my final year degree project. The results
were pretty much as you might expect: it can be done, but it is slow
compared to a similar thing done in C++. saying that, I got a
reasonable framerate (20-30fps) with my GeForce1, PII 450 with 192 meg
RAM, and there were still more potential optimisations to make. This
was with around 14k vertices (roughly the same polys), 1200k textures
(compressed), 400k sounds and 1100k models. A better graphics card
would have sorted things out a lot.
When you say slow compared to C++ does that mean you implemented similar
code in both, or just running the sameish models in a quake-style
engine? The biggest difference in those engines is typically they
implement BSP or octree based culling routines. For indoor scenes this
makes a huge difference.
We've been running Xj3D against other VRML browsers and we compare
favorably. For mostly polygon worlds, ie few textures we are equal.
For heavily textured worlds we are about 10-20% less. The difference is
in memory consumption. Java3D uses more. I think thats mostly image
related.
--
Alan Hudson
President: Yumetech, Inc. http://www.yumetech.com/
Web3D Open Source Chair http://www.web3d.org/TaskGroups/source/
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