Grant Andrew Crofton wrote:

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.

ok, I seem to remember the original post being more of a benchmark, ie C
is better then Java.  I just wanted to counterbalance with our
experience which disproves this myth.  It's all in how you code.  If you
generate tons of garbage per frame, it will never be fast.  Java3D still
has some garbage generation, but its approved steadly over its lifetime.

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.

By setting the levels out so you couldn't see far ahead you've allowed
the BSP routine to cull most geometry(good design), but the clipping
idea will not help as much.

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.

I think you'll find that those optimizations will make the results very similar. Most 3D programs are sending everything to the graphics card and letting it do the work. So language differences don't make a big difference. Only if the application is doing a lot of dynamic changes to the scenegraph will it matter.

--
Alan Hudson
President: Yumetech, Inc.                      http://www.yumetech.com/
Web3D Open Source Chair        http://www.web3d.org/TaskGroups/source/

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