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?
