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]
