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[java] Need advice about where to go

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Okay, I know this question might seem silly, but I really need to ask it since I can''t afford to waste a few weeks just to find performance is lackluster. Okay, I have a term project this semester for a control systems course. Basically I need to have an app with a 3D view, a 2D tracking, and command entry. So it cannot be a full-screen app. It is kind of like a satellite simluation program. I know the following: -OpenGL -Java/Swing -C++(my *native* computer programming language) Now I cannot get gl4java to work at all. So I have pretty much given up on it. And I was running some demos of java3d, and it was not very impressive. The performance was too slow. I don''t really have time to learn Win32 programming to make the non-GL based portion of the program. Learning java3d seems much easier than learning Win32 programming. My question is, if I use java3d, can I get the performance I need inside of a Swing app? Or should I just give up on the idea of using Java for this project and learn Win32? What do you thinkH

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Unfortunately he needs a command entry GUI as well as 3d and that involves writing a whole load of extra code. Not that it''s a problem; I''ve got a whole GUI system in OpenGL but it''s a question of time and patience.

Cas

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Well I know how to do the GUI programming in Java. I just have a lot going on: command entry in bottom window. a 3d upper right window, and a 2d upper left window. The two graphics windows should be sychonronized. All of this I can do...I just don''t know much about the performance of Java3D...vs. using GL and C++...and I don''t know any win32 GUI programming. But performance is the real issue.

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Well I know how to do the GUI programming in Java. I just have a lot going on: command entry in bottom window. a 3d upper right window, and a 2d upper left window. The two graphics windows should be sychonronized. All of this I can do...I just don''t know much about the performance of Java3D...vs. using GL and C++...and I don''t know any win32 GUI programming. But performance is the real issue.

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I must admit I remain unimpressed by the speed of J3D in general but this is essentially because I have not yet seen a J3D demo or even application which performs even half-decently. They do exist, apparently, but are simply not publicly available. So somebody could prove me wrong but without such proof, talk to the hand ''cause the face ain''t listenin''.

A much easier alternative to LWJGL is to use GL4Java, which is the tiniest bit slower than LWJGL (we''re talking a few hundred nanoseconds here) but is integrated with the AWT. You''ll probably still end up wrapping a lot of stuff to make it easier to use OpenGL but at least you won''t have to code GUI components.

Either way you are likely to see reasonable productivity gains over attempting the same in C++. Provided you know what the pitfalls are (ask in www.javagaming.org where we''re rather performance-conscious).

Cas

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