Well Jesse with such a machine I think you ca launch even rockets into space .

Sent from my iPhone

On Apr 26, 2011, at 11:40 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]

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