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

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