Ya I did the same, am now adjusting it so the factor by which things move is 
better.

Richard

On May 31, 2013, at 8:32 AM, Scott Palmer <swpal...@gmail.com> wrote:

> Richard, I suspect you made a typo.  I think you mean "*40*ms is a really odd 
> number..." (it was 25 FPS, not 25ms)
> 
> I quickly hacked it to use AnimationTimer and the animation is very smooth 
> now.  Though I didn't make the required changes to adjust the speeds based on 
> the refresh rate.  The quick conversion to AnimationTimer is trivial.. but 
> going through and adjusting all the translations and increments to be 
> relative to the time between consecutive frames is something I don't have 
> time for.
> 
> Cheers,
> 
> Scott
> 
> 
> Scott
> 
> 
> On Fri, May 31, 2013 at 11:21 AM, Kevin Rushforth 
> <kevin.rushfo...@oracle.com> wrote:
> Btw, there is a JIRA issue filed against BrickBreaker specifically: 
> https://javafx-jira.kenai.com/browse/RT-29801
> 
> 
> Richard Bair wrote:
>> 
>> Have you tried to determine what the FPS is? My guess is that FPS is not 
>> anywhere near the limit and it is the occasional stutter that is the 
>> problem, but I'm not certain. Knowing that helps to point in which direction 
>> to go. The fact that it runs pretty well on a PI is indication that it isn't 
>> the framerate.
>> 
>> Richard
>> 
>> On May 31, 2013, at 4:26 AM, Scott Palmer <swpal...@gmail.com> wrote:
>> 
>>   
>>> Speaking of poor animation in Ensemble...
>>> 
>>> Is anyone able to run Brick Breaker without choppy animation or poor 
>>> framerate performance on the ball?  
>>> 
>>> Now, I suspect the issue there is in the balls animation implementation in 
>>> the application rather than the JavaFX framework, as the bat moves smoothly 
>>> when I move the mouse, but the overall perception of JavaFX performance for 
>>> this demo app is not good. I would go so far as to say that Brick Breaker 
>>> has had the opposite effect it was intended too - simply because the 
>>> animation of the ball is not smooth.  That's something that would run 
>>> smoothly on a Commodore 64,yet the last time I tried it (5 minutes ago) 
>>> with JavaFX 8.0-b91 on a quad-core 3GHz Windows 7 box with a decent NVIDIA 
>>> card, it didn't run as smoothly as I would expect.  Just a single ball with 
>>> a shadow bouncing around the screen seemed to have a low framerate and the 
>>> occasional skipped frame.  It just didn't look that great.
>>> 
>>> The fact that Brick Breaker ships as a sample app from Oracle and it's 
>>> animation looks bad is harming JavaFX's reputation in my opinion.  I think  
>>> it could run much better on the existing JavaFX runtime.  The simple 
>>> animations in the Ensemble app run much smoother for example.
>>> 
>>> 
>>> 
>>> Scott
>>> 
>>> 
>>> On Thu, May 30, 2013 at 11:11 AM, Richard Bair <richard.b...@oracle.com> 
>>> wrote:
>>> 
>>>     
>>>> Then you mention Halo 5.  I have to say the subtext here troubles me
>>>> greatly.  If I read you correctly then you are saying that JavaFX is not
>>>> really suitable for games (at least anything beyond the demands of 
>>>> something
>>>> like Solitaire).  As someone else pointed out, what is point of developing
>>>> 3D support in JavaFX if it is not really suitable for games?  To say it is
>>>> not suitable for games implies that it is not really suitable for *any*
>>>> application that requires performant animations and visualisations.  What
>>>> use then is the 3D API?
>>>>       
>>> That's not fair at all. There are a *lot* of enterprise use cases for 3D, 
>>> and we get these requests all the time. Whether we're taking about 3D 
>>> visualizations for medical or engineering applications or consumer 
>>> applications (product display, etc), there is a requirement for 3D that are 
>>> broader than real time first person shooters.
>>> 
>>> Game engines often have very specialized scene graphs (sometimes several of 
>>> them) as well as very specialized tricks for getting the most out of their 
>>> graphics cards. When we expose API that allows people to hammer the card 
>>> directly, then it would be possible for somebody to build some of the UI in 
>>> FX and let their game engine be hand written (in Unity or JOGL or whatever).
>>> 
>>>  
>>>     
>>>> However, I am not sure that having me preparing "reproducible" test cases
>>>> will actually help.  In my experience, the Ensemble app already serves this
>>>> purpose.  The choppiness I describe is *always* prevalent when I run the
>>>> animations and transitions in Ensemble (including Ensemble 8).  The only
>>>> variation is in the degree of that choppiness.
>>>>       
>>> Then start with that, something absolutely dead simple like a path 
>>> animation or rotate transition and lets figure out how to measure the 
>>> jitter and get it into our benchmark suite.
>>> 
>>> Richard
>>> 
>>>     
>>   
> 

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