Katopz 3.4 looks interesting , where it stands currently ? What help do you
need ?

On Wed, Apr 28, 2010 at 9:27 PM, katopz <[email protected]> wrote:

> fyi in case someone miss my blog ;)
>
>
> http://sleepydesign.blogspot.com/2010/03/away3dlite-md2-and-mdz-builder-from-dae.html
>
> and it's just beginning, you can expect a lot more to come eg.
>
> 1. MDJ = MD2 + textures in JSON format , nothing to be excite it's just
> store mesh and texture path
> 2. MDJBulder = build MDJ just like MDZ but as JSON
> 3. MDF = MD2 that build as AMF format, expect 0 parse time compressed
> binary format
> 4. MDFBuilder come along obviously!
>
> 1, 2 is already in svn (lite builder) and use in real project for custom
> character and save it back
> some clean up need there
>
> 3, 4 is in my head anyone want to help me on MDF things feel free to be my
> guest ;)
> trust me it's fun! ;D
>
> cheers!
>
>
> On 29 April 2010 01:07, Ken Railey <[email protected]> wrote:
>
>> I am not sure I fully understand what you are proposing.  Collada is
>> pretty explicitly XML, and it is the step of recursively walking the XML and
>> building all of the associated away3d structures that takes the most time.
>>
>> If you are suggesting loading and storing that XML in an initial byte
>> array, that won't significantly alter anything since it still has to become
>> XML at some point.
>>
>> If you are suggesting converting the Collada to some intermediate binary
>> format, then parsing *that* at runtime, that could potentially be fast.  In
>> this case we are no longer loading a Collada at all, but some specific
>> one-off format though.
>>
>> I thought I saw some discussion on this list about an away3d specific
>> model format, but I haven't had a chance to check it out.  One potential
>> approach could be to make that format parse really quickly, and just convert
>> Collada (or other) meshes to that for deployment I suppose.
>>
>> -Ken
>>
>>
>> On Wed, Apr 28, 2010 at 12:24 PM, Michael Iv <[email protected]>wrote:
>>
>>> That is a very useful info you fetched here . So let me ask you
>>> something: if the parser is going to read from bytearray , do you think the
>>> parse time would get shorter? Or it can't read from bytearray at all and in
>>> this case we have to deserialize the data as DAE and then parse , and then
>>> nothing changes?
>>>
>>>
>>> On Wed, Apr 28, 2010 at 8:18 PM, Ken Railey <[email protected]>wrote:
>>>
>>>> Well I can only speak for my own projects, but in my case with a large
>>>> animated Collada file the loading is measured in ms, while the parsing is
>>>> measured in seconds (sometimes approaching 10, depending on the mesh
>>>> complexity).
>>>>
>>>> I am also interested in any techniques anyone has found to speed up the
>>>> parsing step, particularly in the animated Collada case.  It seems like
>>>> exporting the model directly to as3 using something like Prefab would be a
>>>> significant win, but I don't believe that animations are supported
>>>> currently.  At least, they weren't the last time I attempted to test it.
>>>>
>>>> -Ken
>>>>
>>>>
>>>> On Wed, Apr 28, 2010 at 7:50 AM, Michael Iv <[email protected]>wrote:
>>>>
>>>>> Thinking of what you have just said my question is how much of those 3
>>>>> seconds is loading time vs actual parsing(supposing that you load your
>>>>> models) ? Because if i bring in serialized model file with bytearray , it
>>>>> still needs to get parsed , but if the loading part is swift we can spare
>>>>> more time on the whole routine .
>>>>>
>>>>>
>>>>> On Wed, Apr 28, 2010 at 3:29 PM, tarwin <[email protected]> wrote:
>>>>>
>>>>>> If you've got animation in there you're up against a whole other
>>>>>> problem. One thing I've been looking (actively working on) at is
>>>>>> loading one Collada animation and substituting Vertex data (just a
>>>>>> quick replace in the XML) for the model I want, then using a hack of
>>>>>> Katopz' MD2Buidler creating AnimatedMeshs out of it. The two slowest
>>>>>> parts here are the parsing of the Collada and then the creation of the
>>>>>> AnimatedMesh, but I think (and this is where I'm still unsure)
>>>>>> creating some kind of pre-parsed Collada format might help a lot here.
>>>>>>
>>>>>> The idea is to build a serialized version of the Collada object
>>>>>> (Away3D object) that I can build into a Collada super quick, rather
>>>>>> than building it directly from the XML which is super slow (mostly
>>>>>> because XML reading is slow). If you have the serialized Collada
>>>>>> object in memory already hopefully you could just replace parts of it
>>>>>> (vertex data) and have it done super quick.
>>>>>>
>>>>>> It currently takes over 3 seconds to process a Collada and then create
>>>>>> an AnimatedMesh (1500 verts, lots of bones and 5 seconds of animation)
>>>>>> but I'm guessing this could be cut down quite considerably if you have
>>>>>> the cached Collada (maybe 1 second which could then be hidden with
>>>>>> some kind of transition).
>>>>>>
>>>>>> Thoughts anyone? How would YOU hold Collada info to create one
>>>>>> quickly, but also minimize file size? How about just creating a Class
>>>>>> wihich has a bunch of lines like:
>>>>>>
>>>>>> // not working code, just a quick idea !!
>>>>>> c = new Collada();
>>>>>> m = collada.addMesh(Vector(123,43,.34,-34,34,-343));
>>>>>> m.addBones(Vector(123,43,.34,-34,34,-343));
>>>>>>
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> Michael Ivanov ,Programmer
>>>>> Neurotech Solutions Ltd.
>>>>> Flex|Air |3D|Unity|
>>>>> www.neurotechresearch.com
>>>>> Tel:054-4962254
>>>>> [email protected]
>>>>> [email protected]
>>>>>
>>>>>
>>>>
>>>
>>>
>>> --
>>> Michael Ivanov ,Programmer
>>> Neurotech Solutions Ltd.
>>> Flex|Air |3D|Unity|
>>> www.neurotechresearch.com
>>> Tel:054-4962254
>>> [email protected]
>>> [email protected]
>>>
>>>
>>
>
>
> --
> Regards
> -----------------------------------------------------------
> katopz, http://sleepydesign.com
> Away3D and JigLibFlash Developer Team
>



-- 
Michael Ivanov ,Programmer
Neurotech Solutions Ltd.
Flex|Air |3D|Unity|
www.neurotechresearch.com
Tel:054-4962254
[email protected]
[email protected]

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