Hello all
Wolfgang Kienreich the author of Yaarq asked me to post this statements for him as he recently failed to get an account on java-gaming.org
original message:
Comments on your comments from the developer of Yaarq
First, let me thank you for your interest and let me apologize for not
earlier getting into this discussion, I am not a member of the forums on
java-gaming.org but that will soon change.
Regarding graphics, let me state that I had to do all the textures and
models for the demo on my own. While I appreciate critical review of my
artistical talent, I'm afraid I cannot spend days and months designing
sophisticated models and textures, so please do not judge the technical
side of Yaarq by model or texture quality. By the way, feel free to insert
new models into the demo, Yaarq is not simply an application but an engine
which easily accepts new media and behavior.
Then, for the hardware or driver problems some of you experienced: I have
tested Yaarq on a PIII with a GeForce2MX card, on a PIII with a GeForce4 TI
4200 card and on a Laptop PVI with a GeForce4 Go. I do not have ATI cards
avaiable (we try to avoid them due to their notoriously unstable drivers)
for testing and anyway, in a high-level lib like Java3D, I'm afraid I cannot
do a thing about driver problems.
Finally, for the framerate stabilisation: I do not pretend I have invented
the best and only method of doing things here. In a trial and error process,
I eliminated several approaches, from setMinFrameCycleTime to Behaviours,
and was left with the method implemented in Yaarq. The stalls occuring
during the first few seconds of the demo are normal, it takes time for the
3D framework to "warm up". No stalls should occure (at least they didn't
show up in my testings) once the demo has run for some time. Again, there is
nothing one can do about that, you can feel the warm-up effect even in
professional productions like Unreal Tournament.
Garbage collection stalls should not occure: I have spent some time in
designing the particel effects (which are the only parts of yaarq "creating"
lots of objects) to employ pooling techniques to avoid constant object
creation and destruction.
For more information on Java gaming performance, you will probably enjoy the
following paper ...
http://www.rolemaker.dk/articles/evaljava/Evaluating%20Java%20for%20Game%20Development.pdf
... I found it competently written and of great use in designing Yaarq.
Thank you again for your interest in Yaarq, feel free to mail me in private
under
nonlinear@aon.at or at work under
wkien@know-center.at (again from
January 9th).
Wolfgang Kienreich
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Wolfgang Kienreich
Knowledge Retrieval / Knowledge Visualization
Know-Center
www.know-center.atInffeldgasse 16c, 8010 Graz, Austria
email : wkien@know-center.at
phone : +43 316 820918 647
fax : +43 316 873 5688
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