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

Reply via email to