Hey Colouredfunk thanks for your answer :)
I'm at the point of adding lighting to the view so you link may come
in handy!

For lightweight models the 3d artist here created a low poly model in
cinema4d triangulated it and exported it to 3ds.
I then imported the model to milkshape and scaled the model and
rotated it (for some odd reason cinema exports everything mirrored).
After that i add a joint and export it to a md2 model.
I load the md2 model in prefab and use the Weld button to weld stuff
together.
And then i export it to a AWD model.
After loading the model i use the weld class again just to make sure.
The models are all lightweight its just the quantity of all the models
that make my framerate drop.

I optimized the rest of my code that doesn't use 3d as much as
possible by using the following tricks :

bitwise operators:
http://lab.polygonal.de/2007/05/10/bitwise-gems-fast-integer-math/

When using for loops use ++i instead of i++
Pre-Incrementing a variable (++i) is faster than post-increment (i++).
uint is slower than int. If you do not need these extra bits, use int.

And so on.

As a last resort i can divide my scene up in  parts and only load
objects when the player is at a point on the map.
But i would rather keep the whole scene and try to optimize as much as
possible.


On 3 dec, 13:36, colouredfunk <[email protected]> wrote:
> Hey Wsvdmeer!
>
> I'm having the same troubles, I fill my room walls with paintings,
> which massively kills the frame rate.
>
> Have you checked out the weld class? Might help on some of the
> imported 3d stuff. It helped kill some vertexes for me...
>
> for each (var child:Object3D in room.children)
> {
> var weld:Weld = new Weld()
> weld.apply(child)
>
> }
>
> It's quite cool as you can also see how many got delete...trace
> (weld.countvertices)
>
> I didn't have much luck with the MergeClass though!
>
> Good luck!
>
> On Dec 3, 12:07 pm, jimalliban <[email protected]> wrote:
>
>
>
> > Hi wsvdmeer
>
> > I just read a nifty trick the other day when investigating lighting
> > here:
>
> >http://www.everydayflash.com/blog/index.php/2008/04/26/light-shading-...
>
> > If you set the stage.quality to StageQuality.LOW you can gain an extra
> > few fps. This doesn't have any effect on the render quality.
>
> > Jim
>
> > On Dec 3, 9:36 am, wsvdmeer <[email protected]> wrote:
>
> > > Does nobody have some performance tweeks?
> > > It would be great to bundle all the optimization techniques at one
> > > place so that other developers could benefit from it.
>
> > > On 16 nov, 22:00, wsvdmeer <[email protected]> wrote:
>
> > > > I'm trying to get as muchperformanceand memory gain out of the
> > > > project i'm working on.
> > > > My project uses around 40 low polygon md2 models with one UV texture
> > > > per model, and i optimized
> > > > a lot with tweaking the textures and keeping the model polygon count
> > > > as low as possible.
> > > > The problem i'm having is when the camera looks at multiple models the
> > > > framerate drops and the memory usage is getting higher.
> > > > Are there tricks in tackeling this problem?- Hide quoted text -
>
> > - Show quoted text -

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