Very interesting topic for me. I wrote this article http://alexgblog.com/?p=722 and I achieved decent framerate with 800 particles.
Can we extract 3D vertex xyz position in Molehill? And probably, a Sprite3D can be rendered by GPU. Maybe we can even increase the speed of calculations by using PixelBender 3D. Maybe... On May 4, 3:31 pm, Michael Iv <[email protected]> wrote: > 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
