Thanks Fabrice for some key tips!

On Nov 24, 9:01 am, Fabrice3D <[email protected]> wrote:
> Hi Moley,
>
> A little post on the geom package is on my todolist...
>
> In meanwhile, why not browse the first level of away lib classes, and  
> see if you really
> know what they are made for and what they do.
> I'd be happy to clear out some questions if you have some.
> I will not send a "how to improve your flash3d"
> not because I want to sell you some expensive 3 days course to learn  
> secret formulas
> but just because next to the obvious tips such as map size, all the  
> classic tips that are allways key to success
> less known features such as maxpolycount and Merge are not applicable  
> to every projects.
>
> Best way to optimize your project is first to know your tools, and  
> Away hold quite a lot.
>
> Just to give you one more: I recommand to run Weld on every (static)  
> models to check/optimize them
> Ask to Weld class the results after you have runned it.
> You'll be amazed to see howmuch Ram can be saved just with this one...
>
> Fabrice
>
> On Nov 24, 2009, at 5:27 AM, Moley wrote:
>
>
>
> > Fabrice3D
>
> > If you got the time, could you share more optimizations?
>
> > I hadn't a clue about merge or maxpolyfilter
>
> > Cheers
>
> > On Nov 23, 7:54 pm, Fabrice3D <[email protected]> wrote:
> >> Hi wsdmeer
>
> >> the Merge class is very easy to setup:
>
> >> import away3d.geom.Merge;
>
> >> ///make instance
> >> var merge:Merge = new Merge(false, false, false);
>
> >> params:
> >> [optional] Boolean. Defines if mesh2 is merge using its objectspace  
> >> or
> >> worldspace. Default is true.
> >> means that the position in space of the to be merged mesh is taken in
> >> account or not
>
> >> [optional] Boolean. Defines if the receiver object must generate new
> >> vertexes, uv's or uses mesh2's. Default is false.
> >> if some vertexes/uvs are shared or saved somehwere else, setting to
> >> true prevents conflicts or null objects. if true
> >> the to be merged object is copied during parsing and merged to
> >> reciever object with new instances of vertexes and uv's
>
> >> [optional] Boolean. Defines if the receiver object must use the mesh2
> >> material information. If false the merge information from mesh2 gets
> >> the mesh1 material. Default is false.
> >> in your case, you probably want that the houses become one object but
> >> ypu want they keep there visual differences by keeping their material
> >> refferences
>
> >> merge.apply(mesh1, mesh2);
> >> mesh1 = receiver mesh
> >> mesh2 = to be merged mesh to mesh 1
>
> >> so your "house" loop would look in pseudo code like this
> >> say you have 4 houses, you pick the first one as receiver.
>
> >> var merge:Merge = new Merge(true, true, true);
>
> >> var houses:Array = [house1, house2, house3];
>
> >> loop over houses
> >>         merge.apply(house0, houses[index]);
>
> >> if you addChild house0, its now a single mesh looking exactly as all
> >> your houses
> >> you can now get rid of all other houses elements.
>
> >> Fabrice
>
> >> On Nov 23, 2009, at 9:05 AM, wsvdmeer wrote:
>
> >>> Hey Fabrice,
>
> >>> The i gave the 3d modeller here the task at removing the faces and  
> >>> i'm
> >>> going to generate new maps with Prefab.
> >>> Do you have an example on how to use the merge class?
> >>> And thanks for your time and help!
>
> >>> On 19 nov, 21:55, Fabrice3D <[email protected]> wrote:
> >>>> There is a maxpolygon filter. that you might consider
> >>>> and i do not know if its the case for all houses, but on your house
> >>>> model, the floor could be deleted and same for backside
> >>>> and you also could imporve the maps. Not that they are not lovely  
> >>>> but
> >>>> they are not using the full area of the map, and they should be
> >>>> brought back to 512x512 max, especially with this amount of houses.
>
> >>>> Another trick is to use for your city the Merge class, so all  
> >>>> object
> >>>> level calculations would be executed only once...
>
> >>>> there are of course more ways to optimize, but these should bring  
> >>>> you
> >>>> on the right path.
>
> >>>> Fabrice
>
> >>>> On Nov 19, 2009, at 4:55 PM, wsvdmeer wrote:
>
> >>>>> I'm working on a project that shows a street with around 43 houses
> >>>>> i've optimized a lot with the loading, textrures and filesize but
> >>>>> i'm
> >>>>> running into a problem with the maximum polygon count.
>
> >>>>> Here are the demos :
>
> >>>>> MD2 files:  http://labs.speak.nl/3d/away3d/demo20/bin/
> >>>>> AWD files:http://labs.speak.nl/3d/away3d/demo21/bin/
>
> >>>>> (Press 1 for firstperson view 2 for birdview 3 for 3rd person  
> >>>>> view)
>
> >>>>> If you look at multiple houses (3000+/4000+) the framerate drops.
> >>>>> Are there any workarounds/tricks for this?
>
> >>>>> Or should i switch to Away3dLite?

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