"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?
