"point is that experience, talent combined with a good project
specific analyse before build are key factors. "

I'm trying to develop those attributes for myself with this project.
It's amazing how much I would have done differently knowing what I
know now after only a few months worth of work.

A little off topic, but why are sprite overlays a problem with
timelines or enterframes?

On May 19, 9:46 am, Fabrice3D <[email protected]> wrote:
> The lower the better of course but you can choke the player with less than 
> 500 if you do not master both flash and Away.
>
> However for most projects a rule of thumb of 2000/3000 rendered faces in Away 
> is perfectly doable at acceptable frame rate
> multiply that by 3 in awaylite.
>
> I have done quite a few loops in Away and total faces (rendered & non 
> rendered) varies depending on how they are managed
> examples: done in 2.0 like green planet, the demo holds 20k polys, the 
> railaway demo over 100k while they both manage to run at very descent
> speeds.
>
> There are many rules you can apply where same content can be displayed more 
> efficiently.
>
> like try set maps size based on how the model will be displayed... that house 
> in faraway land doesn't need a 512x512.
> use power of 2 sizes, avoid sprites overlays with enterfames or timeline 
> running, use models that were specifically made for flash use
> use Weld, Merge statics to avoid objects checks...etc
>
> point is that experience, talent combined with a good project specific 
> analyse before build are key factors.
>
> Fabrice
>
> On May 19, 2010, at 2:31 PM, savagelook wrote:
>
>
>
> > no takers?
>
> > On May 18, 2:24 pm, savagelook <[email protected]> wrote:
> >> In terms of performance, how much of an impact is total elements?  I
> >> know, its hard to quantify or even ballpark.  If I remember correctly,
> >> about 10,000 elements is considered the feasible max for away3d, but
> >> is that rendered elements or total elements?  If it is rendered
> >> elements, is there such a max for total elements?
>
> >> I ask this because I'm struggling with some transitions between scenes
> >> on my away3d app using greensock timelines, as well as having lots and
> >> lots of fun trying to track down and release memory.  My thinking was
> >> that if total elements wasn't really a concern, I would just create
> >> all my objects right at the beginning (rather than when they are
> >> needed) and just use visibility to make them appear and disappear, not
> >> remove/addChild().  This seems like it would by nature make memory
> >> management easier.  It would use more up front, but I would get less
> >> surprises in terms of memory being chewed up as the application
> >> continues to run.
>
> >> Thoughts?

Reply via email to