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

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