Thanks for this info. Yeah , I thing this is related to the optimization . Also 
I tested Flint with Flare & A3D Sprites and the performance is shitty there as 
well. 

Sent from my iPhone

On May 4, 2011, at 3:24 PM, ringodotnl <[email protected]> wrote:

> 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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