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
