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

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