Silv�re Martin-Michiellot wrote:

Two remarks:
Don't expect anything from Sun on this. (After all you could also ask for
networking... and this would finally require many extensions)
Java is quite fast now and native, well, is native.

Over the past couple of years, I've come to really like the clean design of Java and the convenient suplimentary libraries provided by Sun. However, justified or not, I still have the nagging idea that Java is slower than a compiled language such as C++.

If I impliment skinning on my own, I'll need to have two GeometryArrays
(one as a source mesh and the other as the destination).  Each frame,
for each vertex I'd have to perform a weighted sum of each vertex
transformed by each bone it is associated with.  Practically, this would
average out to 3 transforms, 3 scales by a float and 3 sums per vertex
per frame.  What's the best way to handle this?  Just use ordinary
Transform3Ds and Point3ds in my Java classes?  Use statically declared
arrays of double[]?  Is there something useful in NIO I ought to look
into? (as far as I can tell, NIO just allows fast access to local files
and sockets)  In general, what is the speediest way to do a lot of
number crunching in Java?

Mark McKay
--
http://www.kitfox.com

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