well timeline object have own enterframes and objects are updated even if not 
visible.
so set all objects to stop, and eventually update/increase frame position using 
one single enterframe.

> It's amazing how much I would have done differently knowing what I
> know now after only a few months worth of work.
That's exactly my point.

Fabrice


On May 19, 2010, at 4:03 PM, savagelook wrote:

> "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?

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