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?
