1000 x 1000 x 40 x 6 faces x 1/3 your estimate x 1/3 visible faces estimate = 26,666,666 faces Usual ballpark estimate given for max number of faces in an Away3D scene = 3,000 - 5,000 (higher with away3dlite)
In other words, with normal cubes, away3dlite or not, it ain't gonna happen, BUT.... If you can have all the cubes be identical, why not try the method used in Rob Bateman's "1000 animated 3D Sprites" demo? here's the link: http://www.infiniteturtles.co.uk/blog/away3d-lite-1000-animated-3d-sprites Basically he creates 1000 3D sprites based off of a single model. You do this by rendering the model in a separate view, creating a MovieMaterial from this view, then apply that MovieMaterial to your 1000x1000x40 array of "cubes" which will actually be 3D sprites. but don't take my word for it, go to his demo and right click to view source. On Jul 28, 5:38 am, Stephen Hopkins <[email protected]> wrote: > From my experience, you can have quite a few objects/sprites as long > as they aren't overlapping/stacked in the perspective. If each one is > behind the other, the engine becomes pretty slow. > > Here is my attempt at ascii illustration of above. > > camera -> [][][][] > > is much slower than > [] > camera -> [] > [] > [] > > Might work better if rather than having 1000's of cubes, you just add > faces to an existing mesh and weld the vertices. > > On Jul 27, 4:37 pm, MadMax <[email protected]> wrote: > > > > > Hey Guys, > > > I'd like to create a 'world' with a 3 dimensional array of cubes that > > can be added to by clicking the mouse. Something of the order of 1000 > > x 1000 x 40 maximum world would be ideal but I doubt very much this > > can be achieved. Not EVERY element of the 3 dimensional array will > > become a cube. More like one third of those numbers would become > > actual cubes. > > > Is there a general way of calculating what is likely to be too much in > > a scene? > > > It would require a skybox, and a plane representing ground level, and > > cubes both above and below this plane. > > > So what sort of numbers of cubes displaying in that world/scene would > > start to get too much? > > It would also need free-look camera positioning. > > > Would away3dlite or even haxe be a better option, or would I need to > > be looking more at something like unity for this type of world? > > > p.s. I did build a prototype scene and it's getting slow well before > > those dimensions (but without understanding/trying to optimise yet). > > > Cheers, > > Max
