Hi katopz You could say I'm making a version called Away3dlight(er). I'm trying to achieve a very small engine that's fast.
But... I have no experience at profiling whatsoever. How do you test speeds? would you recommend any good tutorial on doing this? Cheers and I'll keep you updated :) -Declan On Mar 19, 6:15 pm, katopz <[email protected]> wrote: > Hi Declan > > wouldn't it me more obvious for> Object3D to be called DisplayObject3D and > inherit EventDispatcher and > > like DisplayObject, implement IBitmapDrawable? > > good question, i plan to do this once for comparing speed/ram use for both > only reason we need Sprite here is native add/remove child, should be not > hard to redo this, may be you wan't to try? ;) > > Camera3D extends Object3D. But Camera3D is not something that you can see. > > we need still need to move/rotate camera anyway, maybe you can rip this to > at least DisplayObject > or you need to implement all x,y,z,rotaion and else anyway if you extends > only Object > and again you can try rip nd give us (better?) result :) > > Another thing; Why does Mesh render draw itself using the > > > Utils3D.projectVectors(); Shouldn't a Renderer be in the position of > > drawing other objects? > > as i remember result correctly, when i try to move Utils3D project method > to core tenderer, it give me slower result > so that's why i move it in each mesh instead, maybe you can try move it out > and give me (better) result ;) > > Don't get me wrong guys, I don't mean to condemn the engine, it's just > > > that I was wondering if it could be done better, or more logical. > > please keep doing this, i implement away3dlite because i found that i can > get better result/speed there > some method maybe not make any sense, because sometime i skip it and plan to > get back there later (and yes sometime i forget it ;p) > > so, it's really good (for me) that someone find something and then develop > it! > open source is working that way, and i really love to see your result and > improvement > > feel free to input, any better result is really welcome! > > cheers > > On 18 March 2011 02:42, rctdeclan <[email protected]> wrote: > > > > > > > > > > > I just thought about the following, and I'd like your opinions on it: > > > Away3D(lite)'s Object3D class extends Sprite. A simple defenition of a > > Sprite instance is that it is something that you can see on the > > screen. An Object3D doesn't necessarily need to be seen, right? > > Looking at the class hierarchy in the flash.display package: Object <= > > EventDispatcher <=DisplayObject <=InteractiveObject <= > > DisplayObjectContainer <=Sprite, wouldn't it me more obvious for > > Object3D to be called DisplayObject3D and inherit EventDispatcher and > > like DisplayObject, implement IBitmapDrawable? > > > Then, on the other hand, Camera3D extends Object3D. But Camera3D is > > not something that you can see. Of course, it plays a part in the 3d > > scene, but my opinion is that Camera3D is abstract; it should only > > represent a 3d location with an orientation an focus, zoom, etc... > > > Another thing; Why does Mesh render draw itself using the > > Utils3D.projectVectors(); Shouldn't a Renderer be in the position of > > drawing other objects? > > > Don't get me wrong guys, I don't mean to condemn the engine, it's just > > that I was wondering if it could be done better, or more logical. > > > -Declan > > -- > Regards > ----------------------------------------------------------- > Todsaporn Banjerdkit, katopz,http://sleepydesign.com > Away3DLite and JigLibFlash Developer Team
