Although I don't have much experience with Java3D, I used to do VRML
programming, and all I can say is the best way to test scalability is to
write some sample code and see how it does.  Nothing fancy, just get
something going and test frames per second, with textures, without, etc.
Although you probably already know this, be VERY VERY CAREFUL ABOUT CREATING
OBJECTS IN LOOPS THAT RUN FOREVER.  This was killing us with Java-VRML-EAI
when I was just a Java newbie.  When I learned about how to avoid this, our
code ran much, much faster.  It would have been easy to blame Java or VRML,
but in the end it was my bad code.  Other things, keep the poly count as low
as possible, don't overdue the textures, etc.  If you're using data
structures, use ArrayLists and HashMaps instead of Vectors and Hashtables if
possible.

Also, the obvious (but important) things, have the latest display drivers,
and be sure to be in the correct color depth.  Although I'm not positive
about this, I think at one point, Java3D would not accelerate properly on
NVidia cards in 16 bit mode.  Swtiching to 32 bit mode caused things to run
as they should (accelerated).

In my experience, you can make almost anything work if you stick with it
long enough.  Also keep in mind that Java3D is going to be getting faster
with time.  It's still young.

just my .02

Mike

----- Original Message -----
From: "Peter Schuller" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, March 06, 2001 9:19 PM
Subject: [JAVA3D] Java3D scalability - any thoughts?


> Hello,
>
> I am wondering; has anyone had any experience with using Java3D for very
> complex scenes? By "complex" I mean UT/Quake3/DoomIII style (except more
> complex in some respects; but nevermind).
>
> A bunch of us are in the process of beginning a pretty ambitious game
> project. We've pretty much decided to go with Java; but for the 3D
graphics
> parts we've been talking about using an OpenGL binding.
>
> However, if possible, it would be nicer to use Java3D. The problem is that
I
> haven't had that much experience with it (same with OpenGL), so I am
unsure
> wheather using Java3D is realistic.
>
> The only commercial game I've seen written in Java3D is RoboForge - and
I'm
> not in the beta so I don't know how well it performs. Everything I've seen
> has been molecule simulations, and not-so-complex scenes.
>
> Assuming we don't use the most high-level parts of the APIs, and render in
> immediate mode, does anyone have any thoughts as to wheather this is
> at all feasable? That is, to use Java3D for scenes so complex. Or, should
we
> abandon the idea (of using Java3D) right from the start? What scalability
> problems have you encountered?
>
> Thanks,
>
> --
> / Peter Schuller, InfiDyne Technologies HB
>
> PGP userID: 0x5584BD98 or 'Peter Schuller <[EMAIL PROTECTED]>'
> Key retrival: Send an E-Mail to [EMAIL PROTECTED]
> E-Mail: [EMAIL PROTECTED] Web: http://scode.infidyne.com
>
>
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