I really like your thinking here Michael, I was thinking the same thing. Its possible to use pixel bender (existing version, not 3d) to do hardcore number crunching, and I was thinking this is absolutely possible here too.
http://www.adobe.com/devnet/flex/articles/flashbuilder4_pixelbender.html <http://www.adobe.com/devnet/flex/articles/flashbuilder4_pixelbender.html> On Wed, Apr 27, 2011 at 3:37 AM, Michael Iv <[email protected]> wrote: > 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 > -- Jesse Nicholson Owner, Operator Ascension Systems www.ascensionsystems.ca
