Author Topic: Java 3D  (Read 5188 times)

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Offline Hdx

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Java 3D
« on: May 15, 2006, 09:47:29 pm »
Does anyone know ANYTHING about Java 3d?
I am really interested in making basic 3d aplications.
A basic cube will be <3!
All I could find were applet examples, but no applications, So anyone know anything?
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Offline Newby

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Re: Java 3D
« Reply #1 on: May 15, 2006, 10:21:30 pm »
Java? 3d? Blllllllllllooooooooooooaaaaaaaaaaaaaaaatttttttteeeeeeeeeeeeeed and slooow.
- Newby
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Quote
[17:32:45] * xar sets mode: -oooooooooo algorithm ban chris cipher newby stdio TehUser tnarongi|away vursed warz
[17:32:54] * xar sets mode: +o newby
[17:32:58] <xar> new rule
[17:33:02] <xar> me and newby rule all

I'd bet that you're currently bloated like a water ballon on a hot summer's day.

That analogy doesn't even make sense.  Why would a water balloon be especially bloated on a hot summer's day? For your sake, I hope there wasn't too much logic testing on your LSAT. 

Offline Joe

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Re: Java 3D
« Reply #2 on: May 15, 2006, 10:37:02 pm »
I've heard otherwise, actually.
I'd personally do as Joe suggests

You might be right about that, Joe.


Offline MyndFyre

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Re: Java 3D
« Reply #3 on: May 15, 2006, 10:56:18 pm »
I've heard otherwise, actually.

Java, like .NET/managed languages, will suffer from performance inhibitions caused by being a bytecoded language.  Compilers can do fancy optimization things that an interpreted/JITted language can't.  The other nice thing about using native languages versus an interpreted language is one less level of indirection for objects (which, of course, can be thrown away by doing silly things like using multiple inheritence).

Java in 3D is roughly 30-35% slower than a native application directly accessing the API.
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Offline Hdx

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Re: Java 3D
« Reply #4 on: May 15, 2006, 11:35:45 pm »
Java in 3D is roughly 30-35% slower than a native application directly accessing the API.
MM I don't care.
All I will need it to do is load 1 sphere, 1 stick figure, and not even a spacific light source.
I jsut wana learn how to do it, so ya, impart.
~-~(HDX)~-~
http://img140.exs.cx/img140/6720/hdxnew6lb.gif
09/08/05 - Clan SBs @ USEast
 [19:59:04.000] <DeadHelp> We don't like customers.
 [19:59:05.922] <DeadHelp> They're assholes
 [19:59:08.094] <DeadHelp> And they're never right.

Offline Sidoh

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Re: Java 3D
« Reply #5 on: May 15, 2006, 11:40:47 pm »
MM I don't care.
All I will need it to do is load 1 sphere, 1 stick figure, and not even a spacific light source.
I jsut wana learn how to do it, so ya, impart.
~-~(HDX)~-~

MyndFyre was simply commenting on Joe's response; he wasn't telling you that you shouldn't use it.

Offline iago

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Re: Java 3D
« Reply #6 on: May 16, 2006, 08:14:20 am »
I've heard otherwise, actually.

Java, like .NET/managed languages, will suffer from performance inhibitions caused by being a bytecoded language.  Compilers can do fancy optimization things that an interpreted/JITted language can't.  The other nice thing about using native languages versus an interpreted language is one less level of indirection for objects (which, of course, can be thrown away by doing silly things like using multiple inheritence).

Java in 3D is roughly 30-35% slower than a native application directly accessing the API.
Do you have a source for that number?  Or is it ooya?  (out of your ass :))

Does anyone know ANYTHING about Java 3d?
I am really interested in making basic 3d aplications.
A basic cube will be <3!
All I could find were applet examples, but no applications, So anyone know anything?
~-~(HDX)~-~
They have quite a complete tutorial on Java's website.  I started reading through it, then I realized that I knew nothing about 3d programming and wasn't really willing to learn.  But the tutorial seemed pretty good.  I'm sure it would be easy to find on Java's main site. 

Offline MyndFyre

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Re: Java 3D
« Reply #7 on: May 16, 2006, 02:23:06 pm »
Do you have a source for that number?  Or is it ooya?  (out of your ass :))

It's from the site that came up the last time we talked about Java and 3D.  I think it was about a game that was ported to Java having performance comparable to MC++.  Quake II, maybe?
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Offline iago

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Re: Java 3D
« Reply #8 on: May 16, 2006, 07:46:50 pm »
Quake 2 didn't even use Java's 3D API, it made calls directly to native functions. 

Offline Hdx

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Re: Java 3D
« Reply #9 on: May 16, 2006, 10:02:45 pm »
They have quite a complete tutorial on Java's website.  I started reading through it, then I realized that I knew nothing about 3d programming and wasn't really willing to learn.  But the tutorial seemed pretty good.  I'm sure it would be easy to find on Java's main site. 

mm I found it.
And after 3 hrs of reading it this is what I have ended up with
(Double rotating was annoying -.-)
<3!!!!
Not i'm getting into the more advanced stuff in the tutorial.
~-~(HDX)~-~
http://img140.exs.cx/img140/6720/hdxnew6lb.gif
09/08/05 - Clan SBs @ USEast
 [19:59:04.000] <DeadHelp> We don't like customers.
 [19:59:05.922] <DeadHelp> They're assholes
 [19:59:08.094] <DeadHelp> And they're never right.