Aloha Michael, Having lots objects needs to be optimized, the team is looking into that. As far as I know, the particles aren't picked-up yet but it's high on my wish list as well :)
I don't know if anyone is working on a optimized (gpu) particle system (Simo?:)) but it's sure something I want to look into when time allows :) Cheers, Ringo. On May 4, 10:58 am, Michael Iv <[email protected]> wrote: > 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
