ok, just think it out! here is the number 6: except rendering issue, i found cpu will grow much when rotating object, it must be taking too much caculating time on sin and cos math, so pls use a optimized fast sin & cos instead of flash default math will be a good starting point. i'v tried that, helped fps 3-5 growing.
D:)S On 10月8日, 上午11时53分, "Demon.S" <[EMAIL PROTECTED]> wrote: > for FPS , it's because of rendering issue, if nothing in ur scene, > nothing will be drawn and fps wont be slow down. implementing 3d in > flash is taking too much cpu time on drawing them! > > here are my experiencs on resently studies of away3d. > > 1, different renderers will have different FPS result, BASIC with > CORRECT_ZORDER maybe differs in 5 FPS and quandrenderer will take more > cpu to draw and fix intersection problems. > 2, different materials & lights have different FPS too, so basically > try use flat material or simple color for better FPS, btw, dont draw > triangle outlines , that will take more cpu to perform. > 3, away3d is not a 3d game engine, it's just a genneral 3d > engine,comparing with ps1 is not disinterested. so if u wanna use it > for game dev, u have to write more optimization scripts for runtime > rendering performance, like qundtree terrain, or ROAM ,better frustum > camera, triks on differnet screen areas redrawing, etc.... too much > need to do actually, think about ps1 game with 30 fps , 6000+ > triangles , it including much more in behind, not only add a redraw in > a enterframe like we r doing now... > 4, for away fps i have some ideas actually, for now, everyframe away3d > renderer takes a new layers bitmap screen for you , it 's very > "simple". > when it redraws, dont need to get everything from materials or , > sometime , it just needs to relocate vector screen positions with re- > distorted bitmap sometimes, it must faster than redraw a new bitmap. > 5, simplify bitmap sample area when object3d or a bitmap triangle is > far away camera, that will help for rendering, for example, distance > in 1000, we use 100% quality of bitmap ,sampling 1x1 pixel, but 5000, > we might just only need 5x5 pixel for bitmap sampling,10000+ might be > 10x10 pixel...etc... that will help material distorting speed and > light calculating. > 6... sorry, im still studing away3d. > > D:)S
