I was playing with this yesterday. After playing with JibLib for a
while, this looks like a great alternative. I'm on a quadcore 2.4ghz
and the FPS is a little bit on the low side, but it is still
impressive. I've noticed that code hints in FlashDevelop aren't
working with classes from BulletPhysics.swc. Go to declaration doesn't
seem to work either. Other swcs dont seem to have the same problem?

Do you guys think the Unity SWF exporter will use an alchemy port of
PhysX?

On Apr 26, 5:13 pm, Ascension Systems <[email protected]>
wrote:
> lol not quite, been meaning to upgrade :(
>
>
>
>
>
>
>
>
>
> On Tue, Apr 26, 2011 at 5:50 PM, Michael Iv <[email protected]> wrote:
> > 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]
>
> --
> Jesse Nicholson
> Owner, Operator
> Ascension Systemswww.ascensionsystems.ca

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