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EggHatcher

Unity [java] Java3d: Handling/optimizing a deep tree?

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Hi all, I'm new to this forum and new to graphical programming (particularly with Jav3D). I have encountered a problem that I cannot resolve in my latest project -- essentially, a very long chain of Spheres (> 10,000, SharedGroup utilized). This made for a very deep scene graph tree. I thought that building the tree from the bottom up and compiling the tree as it is built would have fixed the problem. Apparently not. More info here: More info Thank you for your time. Please let me know if you need any more information. - Nate

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