I guess you should look into Away 4 source code . Each objects has getters for 
transformation data . Flint is a good framework but much work should be done to 
optimize 3d particle modules. For now I am accomplishing the integration of 
Alternativa. So there are going to be all 3 molehill engines support in total ( 
away and flare are ready ) . I also plan to take a look at M2d . May be it will 
be more suitable for particles generation . After that will think how to 
optimize the stuff . Think pb3d will help . Though still had no chance to use 
it .

Sent from my iPhone

On May 6, 2011, at 4:30 PM, Arkadianen <[email protected]> wrote:

> Passing calculations to GPU is not just an option, but the best way to
> optimise. But the question is in technical implementation. I dont know
> Molehill so good yet to talk about technical implementation of vertex
> coordinates extraction.
> 
> Caching is always good, but I dont imagine what could be cached, as
> particles are in motion and coordinates are changed in each frame.
> But, basically we must keep the initial coordinates in a separate
> object, and calculate new position in each frame, and the initial
> object will remain in a kind of cache. But this initial object changes
> vertexes positions if we have some more complicated motion inside
> particles field.
> 
> About Flint, we need some good architecture to easily extend or reuse
> modules. From this point of view, Flint is good. But I cant say that
> it is the only one solution, because all that matters is extendability
> and reusability.
> 
> So for now, the main question, is how we can extract raw coordinates
> from the GPU calculated objects?
> 
> 
> On May 5, 6:04 pm, Michael Iv <[email protected]> wrote:
>> 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 
>>> articlehttp://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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