Passing some calculations to the GPU is obviously an option. But I am not 
working on particle engine from scratch  but extending Flint . So it is not so 
easy to implement it. From the other hand I though of adding buffers to hold 
already created particles like a poll and      Reuse them. In such a case I can 
save    A lot of 
Cycles needed to instantiate the particles.

Sent from my iPhone

On May 5, 2011, at 5:37 PM, Arkadianen <[email protected]> wrote:

> 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

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