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

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