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

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