Hi Darrin
> As far as the number of triangles never being enough well that goes along
> with how many colors are really needed to be displayed. Again, the human
> eye can only differentiate about 16 million or so if I recall correctly so
Far less already 24bit are more than the human eye can dis
Plus there is so much competition in the
> gaming industry right now that pushing the processor to the extremes will no
> doubt be necessary for success.
>
> ~~K
>
> -Original Message-----
> From: Darrin Smith [mailto:[EMAIL PROTECTED]]
> Sent: Monday, March 11, 2002 3:07 PM
language for games?
>From: Jacob Marner <[EMAIL PROTECTED]>
>Reply-To: Discussion list for Java 3D API <[EMAIL PROTECTED]>
>To: [EMAIL PROTECTED]
>Subject: Re: [JAVA3D] ANNOUNCE: Evaluating Java for Game Development
>Date: Mon, 11 Mar 2002 20:30:45 +0100
>
> >
&
>
To: <[EMAIL PROTECTED]>
Sent: Monday, March 11, 2002 21:06
Subject: Re: [JAVA3D] ANNOUNCE: Evaluating Java for Game Development
> Oh man I don't agree with that.
>
> The human eye can only discern, what is it 30 or 60 frames per second?
>
> As far as the number of t
Darrin Smith wrote:
> Oh man I don't agree with that.
>
> The human eye can only discern, what is it 30 or 60 frames per second?
No, at least 120fps. Mostly noticable when performing rolling
maneauveres. Most current commerical/military flight sims are 60 and the
current + next generation are doi
cob Marner <[EMAIL PROTECTED]>
>Reply-To: Discussion list for Java 3D API <[EMAIL PROTECTED]>
>To: [EMAIL PROTECTED]
>Subject: Re: [JAVA3D] ANNOUNCE: Evaluating Java for Game Development
>Date: Mon, 11 Mar 2002 20:30:45 +0100
>
> >
> > After all, just how many frame
>
> After all, just how many frames do you need to
> have per second anyway?
Wrong question. The question is "how many more triangles do you need on
screen?"
And the answer is that I want all those I can get while still getting a
a decent frame rate. You will never come to a point where top notc
OTECTED]
>Subject: Re: [JAVA3D] ANNOUNCE: Evaluating Java for Game Development
>Date: Mon, 11 Mar 2002 20:15:41 +0100
>
>Hi Darren,
>
>Funnily enough, most e-mails I get concerning my report
>says the exact opposite. Many complain that I
>make performance appear too unimpo
ay, and the 3D cards at least as
> fast as the difference between Java and C++ (which seems to be about 50% for
> optimized code).
>
>
>
>
> >From: Jacob Marner <[EMAIL PROTECTED]>
> >Reply-To: Discussion list for Java 3D API <[EMAIL PROTECTED]>
> >To: [EMAIL
>From: Jacob Marner <[EMAIL PROTECTED]>
>Reply-To: Discussion list for Java 3D API <[EMAIL PROTECTED]>
>To: [EMAIL PROTECTED]
>Subject: Re: [JAVA3D] ANNOUNCE: Evaluating Java for Game Development
>Date: Mon, 11 Mar 2002 19:35:32 +0100
>
>Hi Rob,
>
>In that
Hi Rob,
In that benchmark the timer is started after the scene is built and
stopped after the last frame is drawn. The graphs shown in the
report is when I timed how long it took to draw 3000 frames with
vertical sync switched off, using the same driver and same
screen mode / color depths.
So, i
Jacob,
In your paper "Evaluating Java for Game Devlopment"you compare the speed of
OpenGl and Java 3D by measuring the time it takes to create a virtual world
consisting of several thousand boxes. Please excuse my naivety, but is the
time in seconds simply a measure of how long it takes to get t
Hi,
A university technical report called
"Evaluating Java for Game Development" has
been published. It considers whether Java
can be used for professional game development
and whether it is a good idea to do so.
Of special interest to this group is that Java3D
is one of the technologies that is
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