> it depends on what you want to do.
>
[quoted text clipped - 16 lines]
> >
> > Use display lists, vertex buffer and vertex objects

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-Stephen H. Westin
Any information or opinions in this message are mine: they do not
represent the position of Cornell University or any of its sponsors.
> I'm a novice here, but is Vincent using a GLCanvas (which can be
> hardware-accelerated), or a GLJPanel (which can't)? Seems to me that
> might make a difference. And if the former, is everything working to
> give him hardware acceleration? What's the hardware platform, anyway?
I am using GLCanvas. It seems that this detail is not the focus of "Reza
Roby" anyway.
I still didn't tried GLJPanel, but I saw that it can be hardware accelerated
also if the hardware support the render-to-texture feature.
I am making professional 3D games, and I am using Java to build my tools. In
most of the cases, I don't need to make a lot of JOGL calls compared to the
huge amount of data I am using. All is used in vertex array, display, vertex
buffer, CG (for skeleton animation) , etc ... Java don't have to do a lot of
work anyway, so finally it cannot be slow.
Vincent
Brian Matzon - 19 Jul 2004 17:21 GMT
> I am making professional 3D games, and I am using Java to build my tools. In
> most of the cases, I don't need to make a lot of JOGL calls compared to the
> huge amount of data I am using. All is used in vertex array, display, vertex
> buffer, CG (for skeleton animation) , etc ... Java don't have to do a lot of
> work anyway, so finally it cannot be slow.
You could try using LWJGL (http://lwjgl.org), might be a JOGL issue.
I am bit curius, why are you only using Java as the tools, why not go
all the way? - It has worked fine for several developers using LWJGL.
Including the recent winner of the Java Technology Game Development
Contest (2004).
Might want to check out:
http://puppygames.net/ - Alien Flux (Commercial offering) & Super Elvis
(Winner of contest, soon to be released).
http://oddlabs.com/ - Tribal Trouble (fun looking realtime strategy game)
/matzon
Vincent Cantin - 03 Aug 2004 18:38 GMT
> > I am making professional 3D games, and I am using Java to build my tools. In
> > most of the cases, I don't need to make a lot of JOGL calls compared to the
[quoted text clipped - 6 lines]
> Including the recent winner of the Java Technology Game Development
> Contest (2004).
... mainly because my boss is laughing each time I am speaking about Java
:-(