On Monday 07 July 2003 12:25, Mark Hood wrote:
|| > Date:         Thu, 3 Jul 2003 18:08:41 +0200
|| > From: Bernd Fondermann <[EMAIL PROTECTED]>
|| >
|| > Detaching/Reattaching plus changing the scene graph in between not only
|| > is memory consuming, it is also time consuming. (Btw, freeing memory is
|| > time consuming, too.)
|| > Since a servlet is meant to serve multiple pages (jpgs in your case) per
|| > second in parallel (isn't it?), you surely will run into scalability
|| > problems here. It's by design.
|| > I use the same approach by avoiding detaching, by running j3d in a
|| > separate process and by propagating the rendered image from j3d process
|| > to the servlet engine process.
||
|| Interesting... do you use a single JVM instance to run all J3D requests
|| separate from the servlet engine, or multiple JVM instances for a set of
|| requests?  What kind of performance do you get?

one JVM for J3D, another one for the servlet engine.
this basically is a variation of the classical 3-tier architecture for web
applications (the most common instance would be: web browser/web
server/relational database).

performance... well, you don't get anything comparable to your locally
installed first-person-shooter :-). but the bootleneck is not interprocess
communication between servlet engine and J3D. instead, what's reducing
client-side fps is the network transfer of the image(s) to the client (HTTP
protocol and internet bandwidth). next step would be to look into streaming
technologies.
why I chose this specific setup?
very-thin-client! only a simple webbrowser is needed on the client, no java,
no vrml plugin, no long data/application-prefetching downloads, no need to
synchronize clients over the net. startup time is: nearly immediate.
let's put it this way: performance is as good as it needs to be for the user
to get the impression he is really talking to a webserver.
and if you know how some web apps suffer from bad designed SQL queries, I'm
quite happy with it.

Bernd

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