Slow compared to Quake II, where I got my models from.  I have no
direct comparisons, but the framerate is certainly slower than a much
bigger Quake level.

Yeah, the next thing I would look into would be some kind of BSP
implementation.  That was a bit beyond the scope of my project.  I had
the back clip distance set fairly short though, and set the levels out
so you couldn't see that far adhead, so I don't know how much
difference that would have made.  I have used Sun's picking utils for
collision avoidance as well, which create objects, which probably slows
it down a little.

I think some LOD's would have made a difference too - Quake has several
versions of each texture, while I was using the biggest all the time.
For the biggest level (tiny by Quake standards), I had to put memory
allocation up to 128MB to run it.

Once I've handed my report in, I'm going to go back and see if I can do
some of these optimisations, which should get me a better comparison.


Alan Hudson wrote:

>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.
>

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