I trust Unity dudes and sure they will find the best way to integrate swf. Also have you thought to process the calculations via PB3D in your engine ?
Sent from my iPhone On Apr 27, 2011, at 8:54 AM, ringodotnl <[email protected]> wrote: > Not sure what route they will take for the physics. > In the end they are aiming that everyone will install the Unity player > for max. performance. > > But lets see what/when they come up with, quiet talented people over > there. > > Cheers, > Ringo > http://www.ringo.nl/en/ > > On Apr 27, 1:46 am, Trent Sterling <[email protected]> wrote: >> 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
