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1  Java Game APIs & Engines / Java 3D / Re: Java3D & AWT on: 2003-02-25 14:06:51
Unfortunately that doesn't work! But I solved the problem with a little trick...
I used a heavyweight AWT Frame instead of the Swing JFrame, and I filled it with 2 AWT label. I used a lot of "*****......" to simulate a JProgressBar. I increment their number during loading, to make the Frame look dinamic.
This "Heavy Loading Frame" works good. But there's something strange.... I also tried to realize a JProgressBar with an AWT Canvas (heavyweight too).
In that case I got no update again adI  can't understand why.....
It works with Labels.......Why not with Canvas (or Graphics update, in general)?!?!?!?
2  Java Game APIs & Engines / Java 3D / Java3D & AWT on: 2003-02-21 18:28:40
I built a JFrame with a JProgress bar to display "loading" advices while my Java3D application is building the SceneGraph.
Unfortunately I got no JFrame update til Java3D finishes its computations. The JFrame appears, but its content is not updated.
I tested the JFrame with other no Java3D applications and it worked fine.
Anyone can help?
Of course I tried calling repaint().....
3  Java Game APIs & Engines / Java 3D / Re: Java3D & garbage collection on: 2003-02-19 11:22:08
I executed my program with the incremental GC on, but I got only little benefits.
I tried also to execute with "java verbose:gc ..." on and noticed leaks of 10-15 mb every time I rebuild my SceneGraph. Memory usage grows until java.lang.OutOfMemory!!!!
Yesterday I searched a lot and I found some evidence about leaks in :<init>(<init>(

What do you think about these? the way. I use jdk1.4.1 and java3D1.3.1OGL
4  Java Game APIs & Engines / Java 3D / Re: Java3D & garbage collection on: 2003-02-18 12:04:48
Unfortunately I wasn't able to isolate the leak. I'm wondering if the problem is about BranchGroup detaching.
In fact I used to remove some animations by detaching their parent bg, and then I used to null-sign them to make them eligible for gc.
Maybe Java GC can't handle detached complex SceneGraphs?
As I told you I'm new in Java programming, and probably I'm wrong.
But I don't think Sun's  Vanilla GC is as smart as they say!
5  Game Development / Shared Code / Re: Code Request: 3ds loader/handler on: 2003-02-15 20:51:08
Try Starfire EXT 2.20!
It REALLY rocks!
You can find it at
It's fast and easy to use
6  Java Game APIs & Engines / Java 3D / Java3D & garbage collection on: 2003-02-15 20:46:43
I'm developing an Italian Poker game in Java3D.
I'm new in Java2 and Java3D programming and I'm experiencing problems with memory.

In the game I build a SimpleUniverse with several BranchGroups which can be detached at runtime, each containing a lot of TransformGroups.
There's also a dedicated BranchGroup for Behaviors.
Each detached Branchgroup is eliminated immediately, calling the gc.

myDetachedBG = null;

At the end of the game, I call


to free memory and start a new game.
Unfortunately only a small amount of memory is collected, and when I start the game again it begins to grow.
I don't think it's a problem of circular reference.

Can you help me?
Thanx and excuse me if my English is not so good.
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2017-12-05 19:38:37

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2017-12-05 19:37:39

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2017-12-05 19:36:10

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2017-12-05 19:33:10

List of Learning Resources
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2017-03-13 14:05:44

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SF/X Libraries
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2017-03-02 08:45:19

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