I should rephrase that, I'm taking an existing open source (GPL) tool and
extending it. I'll make all my sources available, probably under MPL, except
for the portions that are explicitly dependent on the GPL tool, in which
case those extensions would be GPL as well. :)

On Tue, Apr 26, 2011 at 5:32 PM, ringodotnl <[email protected]> wrote:

> You are right, stacking in jiglibflash is slower.
> Looking forward to your tool, will it be open source ?
>
> Cheers,
> Ringo.
> http://www.ringo.nl/en/
>
> On Apr 26, 11:14 pm, Ascension Systems <[email protected]>
> wrote:
> > lol I hope I didn't offend anyone with the jiblib comment, I just meant
> that
> > there was a jiblib example very similar to the bullet demo and it ran
> very
> > slow. All the other demos I saw worked just fine, it was just the one. :)
> > Anyway yeah, great work all around I just think bullet will be great
> because
> > of it's existing reputation. What I'm working on won't ADD to the flash
> > bullet project, at least I don't see it at the moment. I'm working more
> on a
> > tool for developing games in 3D like unity that will export to a single
> file
> > and seamlessly integrate bullet + away3d to render out that file in
> flash.
> > More details later. :)
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > On Tue, Apr 26, 2011 at 5:09 PM, ringodotnl <[email protected]> wrote:
> > > Thanks Jesse !
> >
> > > Well jiglibflash wasn't pulled we made a update for broomstick and
> > > added a grid system to speed things up and a few other new features :)
> > > See:http://www.jiglibflash.com/blog/
> >
> > > As stated before Bulletflash is still in early alpha. We will make a
> > > easy API and tight/fast as it can with Away3D.
> > > If you have some ideas email me off the list.
> >
> > > Cheers,
> > > Ringo
> > >http://www.ringo.nl/en/
> >
> > > On Apr 26, 10:40 pm, Jesse Nicholson <[email protected]>
> > > wrote:
> > > > I tested the demo and it works fantastic. Solid full FPS. I have core
> > > > i7 2.4 ghz 6 gb tri channel ddr3, gtx260 SSD. People we have to
> > > > remember here that we're now entering into the realm of 3D gaming. If
> > > > your system doesn't perform that great with current 3D games/graphics
> > > > it's not going to perform that great for flash 3D.
> >
> > > > Also, this demo compared to something similar in jiblib for flash
> > > > makes it even more amazing. I believe the jiblib version was pulled
> > > > because it ran so incredibly bad (could be mistaken, but it
> > > > disappeared on me not long after seeing it released). Anyway like I
> > > > said, solid on my machine, great work this is a beautiful, boxed up
> > > > physics lib for flash and I believe will be the best all round lib
> for
> > > > flash 3D. Bullet is used in so main mainstream applications, even
> > > > movies (where 3D anim has come in). I'm working on something to add
> on
> > > > to this that's going to make for a real awesome workflow with away3d
> +
> > > > bullet but I'll post something when I actually have a demo. :)
> >
> > > > On Apr 26, 4:01 pm, Michael Iv <[email protected]> wrote:
> >
> > > > > 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.comhttp://
> > > blog.alladvanced.net
> > > > > Tel:054-4962254
> > > > > [email protected]
> > > > > [email protected]
> >
> > --
> > Jesse Nicholson
> > Owner, Operator
> > Ascension Systemswww.ascensionsystems.ca
>



-- 
Jesse Nicholson
Owner, Operator
Ascension Systems
www.ascensionsystems.ca

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