Thank for this info man. That is approximately the number of sprites I can run too. Although after 400 the FpS is as low as 4-5. I guess for the particle system there is a need to develop a separate molehill engine
Sent from my iPhone On May 4, 2011, at 11:47 AM, Jahiro <[email protected]> wrote: > I've had major performance issues with Sprite3Ds and bitmap materials. > I ended up having to write a culling class that uses a quad tree to > track down which Sprite3Ds are closest to the camera - I keep the > close ones and cull the rest. Would love to see sonme optimizations > around Sprite3Ds. > > Michael, I found that running a release build gave me an increase in > fps, but still I can't run my app at all with more than 500 sprites at > any one time, even with a release build. > > On May 4, 7:33 am, Michael Iv <[email protected]> wrote: >> Btw , anybody knows if the 2d molehill engine M2d supports depth ? Would be >> interesting to test it in correlation with Flint. >> >> Sent from my iPhone >> >> On May 4, 2011, at 12:20 AM, makc <[email protected]> wrote: >> >> >> >> >> >>> On 3 ôÒÁ, 23:40, Peter Kapelyan <[email protected]> wrote: >>>> Did you try this demo, says like 4096 items >> >>> It also says December 24th, 2008
