[quote]Preston,
Those stats are far from hard evidance. They are but one example.
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Hi Will. You’re absolutely right. Probably I didn’t manage to emphasize enough on this fact (with my basic English knowledge), that these numbers are very “thin” to do any comparison at all.
[quote]Don’t forget the project is only alpha, don’t go basing any conclusions on that one test.
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Yes, the project is very young and I think it’s a good point to thank all you people who contribute to it. It looks very nice.
Still I need to have some kind of comparision in order to decide whether to go for Xith3d or “direct” Jogl. Probably I need patience because we’ll see more numbers in the future and I’ll have to learn about scenegraphs (as said, I don’t know the Java3d API but just how to plot models/polygons via Jogl.)
[quote]If you have the time to write directly to the lower layer then that is your choice.
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Well, I think I could have the time but … First I am no good low level programmer (anymore) and second if possible I don’t want to re-invent the wheel.
[quote]Hell if you are that concerned then you can always skip java, use C++ or even assembler.
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I like Java.
Also I am not concerned that Xith3d is slow by what it is performing. I am asking and writing here to find out if it’s a good idea to do a game comparable to Spacetripper (in some way) with a scenegraph based engine like Xith3d is.
[quote]Isn’t it nice to have some insulation from those layers?
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Absolutley! This is why Xith3d looks so nice to me.
However, I don’t know why Java3d has been so slow. When I saw some Java3d demos or showed them to some 3d artists, nobody has been impressed. Other than Jogl stuff, like its demos, or Wurm, or Alienflux (ok, no Jogl, but Ogl). Also the little Xith3d demos do look very nice.
So my impression currently is: you can do cool 3d graphics with Xith3d without the need to use low level Ogl API calls.
I am sorry that my direct comparision of the FPS numbers of a loaded and animated Quake3 model (in Jogl and Xith3d) caused confusion. These are no comparable tasks, indeed. Let’s concentrate on real world games then.