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

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