Yes that is correct.I did it for the sake of the test .The same loop was
done also in the other cases.Now I don't try to blame your engine as I even
haven't seen its internals.The only thing I noticed in the demo was the FPS
that was not impressive.I hope you invest a lot in optimizations.I used to
work with JigLib before the Molehill version and as you probably know its
performance was pretty bad .I plan to find time to write a benchmark for
your engine and JiglIb to see the differences.
Regards,
Michael

On Tue, Apr 26, 2011 at 10:08 PM, ringodotnl <[email protected]> wrote:

> Hey Michael,
>
> I did look at your article and what I can see, correct me if I am
> wrong, is that you are calling the function from as3 to alchemy
> xxxxxxx times.
>
>                      while(i<1000000){
>
>                                dd=lib.InvSqrt(1245);
>                                ++i;
>                        }
>
> That would explain why it is slow, that's something we try to avoid
> with Bullet (a good example is to look how the transforms are done).
>
>
>
>
> On Apr 26, 12:03 pm, Michael Iv <[email protected]> wrote:
> > Sorry guys I am not sure I am right but I can't see any awesome
> performance
> > here.In my browser Firefox 4 it runs around 25-30 fps when I start firing
> > the balls.
> > Also would like to note that Alchemy bridge is not always faster contrary
> to
> > what people may think.I made a benchmark of square root algorithms
> > calculations in Flash a couple of months ago.You can read about it here:
> http://blog.alladvanced.net/2011/02/21/square-root-calculation-speed-...
> > basically I tried the built in Math.sqrt ,Fast Inverse square root
> > algorithm developed by ID for quake (in AS) and the same Fast Inverse
> Square
> > root but in C in Alchemy .To my great surprise the result was that the
> > alchemy version was the slowest.Several times slower than the Native
> Flash
> > implementation.  BTW the fastest was HaXE implementation of the FISR
> > Would be happy to hear some thought on this
> > Michael.
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > On Tue, Apr 26, 2011 at 3:02 AM, Choons <[email protected]> wrote:
> > > yeah Flash's garbage collector is the real Achilles' heel for
> > > Molehill. I think the Flash developer's are quite aware of it, but any
> > > kind of real 3D game needs better low level control of memory. This
> > > looks like a great step in the right direction
> >
> > > On Apr 25, 4:53 pm, Jesse Nicholson <[email protected]>
> > > wrote:
> > > > That is pure awesome guys. I can't say how much I'll be able to
> > > > contribute (because of time etc) but I'll check out the source,
> build/
> > > > test etc and if I can do anything I'll let you know. This is great
> > > > thanks for sharing! And Yes Choons alchemy CAN be faster as it uses
> > > > LLVM to perform code optimization, which is extremely good at
> > > > optimization because of the type of compilation it does. However
> there
> > > > can be times where the performance is actually slower or just plain
> > > > equal to pure as3. The biggest benefit with alchemy code is that it
> > > > gives you the ability to bypass the garbage collector in flash all
> > > > together, which is automatic and sluggish, by providing you with an
> > > > interface to the raw system memory via a ByteArray object. And yes it
> > > > would use alchemy pretty much throughout because Bullet is a C++
> > > > library. Anyway very cool thanks a lot for sharing Ringo!
> >
> > --
> > Michael Ivanov ,Programmer
> > Neurotech Solutions Ltd.
> > Flex|Air |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.net
> > Tel:054-4962254
> > [email protected]
> > [email protected]
>



-- 
Michael Ivanov ,Programmer
Neurotech Solutions Ltd.
Flex|Air |3D|Unity|
www.neurotechresearch.com
http://blog.alladvanced.net
Tel:054-4962254
[email protected]
[email protected]

Reply via email to