Ah, not I haven't tried the latest build of FLINT- I'll give that a
try, thanks.

Do you know if Richard's optimization work would translate to having,
say, 1000+ Sprite3D's in a scene at the same time? I tried that
recently and am still having performance issues.



On Jun 9, 5:08 pm, Michael Iv <[email protected]> wrote:
> |*Michael IV was looking at creating a particle engine for Away3D 4, but*
> |*this proved impossible with this performance limitation.*
>
> Have you tried the most latest FLINT build? Richard gave a nice optimization
> work there.Try A3DCloneObject as a particle initializer. Also I am going to
> add particle buffer module which is going to recycle the prebuild particle
> instances .Than I believe we will be able to load much more particles into
> the scene.BTW it is really frustrating to find that still Flash sandbox is
> that weak.I guess the main problem here is the time it takes for CPU
> (client) to send the programs to the GPU(server) .Because of this lag we
> can't spawn particles in high frequency. I studied different implementations
> done with OpenGL  in the last weekend and even not optimized amateur
> particle engines there can process many thousands of particles a second.But
> well  ,it would be really stupid trying to compare AS3 vs C++   ;) ........
>
>
>
>
>
>
>
>
>
> On Thu, Jun 9, 2011 at 9:14 AM, Jahiro <[email protected]> wrote:
> > Sintesis, the drop in FPS is likely not because of the alphaThreshold
> > property change, its going to be because you have 300 items in your
> > scene.
>
> > Away3D 4 still has a MAJOR weakness, in that in does not support more
> > than 300 or so objects in a scene. Add any more than that and you will
> > see major drops in FPS.
>
> > Michael IV was looking at creating a particle engine for Away3D 4, but
> > this proved impossible with this performance limitation.
>
> > I just checked the latest build and the performance issue still exists
> > - any updates from the Away3D team on this? I love Away3D 4 like it
> > was my son, but this really is a big problem for a lot of us and we'd
> > LOVE to see a fix :) Pretty please :) :)
>
> > On Jun 6, 3:34 am, Sintesis <[email protected]> wrote:
> > > On 3 июн, 10:58, John Brookes <[email protected]> wrote:
>
> > BasicDiffuseMethod(BitmapMaterial(YourMesh.material).diffuseMethod).alphaTh
> > reshold
> > > > = .5
>
> > > when use alphaThreshold - FPS is down, why?
> > > In scene 300 sprites with Transparent texture and FPS = 30((( it is
> > > bad
> > > <img src="http://sinteenage.at.ua/screenshots/siteenage_sx01.jpg"; />
>
> --
> Michael Ivanov ,Programmer
> Neurotech Solutions Ltd.
> Flex|Air |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.net
> Tel:054-4962254
> [email protected]
> [email protected]

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