I get 60/60 FPS. But can you tell me why you have almost 100000 polys? I
think with such a model you can reduce the poly count at least to 20-30%
less.

On Thu, Jun 9, 2011 at 11:33 PM, wagster <[email protected]> wrote:

> Sure - here's a 3 storey hotel built programmatically:
>
> http://www.pictureandword.com/test_platforms/floorplan_viewer/v2/index.html
>
> That's pretty much worst case scenario - I don't actually need the
> third storey, I just added it to see at what point the frame rate will
> start dropping.  It's just on the edge now with 100k polys.  Any tips
> on squeezing a bit more performance from it?  I can't imagine I'll get
> much more than that.
>
> The absence of floors will tell you why I'm waiting for a concave
> DelaunayMesh or preferably a Swf class.  Guests will immediately fall
> into infinity with this kind of setup.
>
> Wag
>
>
>
> On Jun 9, 4:16 pm, Fabrice3D <[email protected]> wrote:
> > screendump or url of these "seriously complex building layouts" we could
> see???
> >
> > Fabrice
> >
> > On Jun 9, 2011, at 4:46 PM, wagster wrote:
> >
> >
> >
> >
> >
> >
> >
> > > I know - patience is a virtue and all that :)
> >
> > > I ended up using Wumedia Swf class for the floor and LinearExtrusion
> > > for the walls in 3.6 (everything is drawn in Flash IDE as we need to
> > > production-line our building layouts).  This has the advantage that
> > > you can draw labels and all sorts of things on the floor - perfect for
> > > me.  Think I'll probably do the same when Swf resurfaces.
> >
> > > BTW - LinearExtrude + Merge allows for some seriously complex building
> > > layouts at high framerates!
> >
> > > On Jun 9, 3:14 pm, Fabrice3D <[email protected]> wrote:
> > >> no, that would be one of next classes coming.
> > >> this one simply "connects" vectors as Mesh. It doesn't have any
> awareness of a "path" or defined contours/constrains.
> >
> > >> Regarding architectural applications, one that I've started a while
> ago and hope to finish one of these days, will allow you to define one or
> more "holes", basically closed shapes, rects, circles etc
> > >> and eventually another class would use that result to extrude. think
> here the wall with door and window, extruded at wall thickness. But as some
> features required are very near of booleans operations,
> > >> so I started do more research in that field first, to see if I could
> do this via a smarter way...
> >
> > >> I will gradually add these (hopefuly) usefull classes as I go. But I
> can't garanty they will be released in a logical order. By that I mean that
> like in case above of the wall being extruded
> > >> the class doing this might be released before the one actually
> generating the base mesh with "holes".
> >
> > >> There are still many 3.6 classes that need to join the 4.0 packages
> and get enhanced in the process.
> > >> As said before, all happends 1 by 1 :))
> >
> > >> Fabrice
> >
> > >> On Jun 9, 2011, at 3:48 PM, wagster wrote:
> >
> > >>> Oh cool - another prezzie from the Fabrice factory!
> >
> > >>> I put together a Delaunay class myself (for architectural generation)
> > >>> a couple of months ago but gave up because I couldn't make it handle
> > >>> concave shapes.  Did you get that figured out?  (I know, I know, I
> > >>> could just try it out, but I'm at work and I can't wait until I get
> > >>> home!)
> >
> > >>> On Jun 9, 11:40 am, Fabrice3D <[email protected]> wrote:
> > >>>> Hi all,
> >
> > >>>> I've just added 2 new classes to Broomstick
> > >>>> and 1 example class.
> >
> > >>>> - DelaunayMesh:
> > >>>> Located in "extrusions" package this class allows you to generate
> meshes from (random) vectors. At least 3 are required.
> > >>>> This is very usefull in many cases, such as terrain building from
> pointclouds data, closing shapes, architectural generation, editing tools
> (such as Prefab ;)  ) etc etc
> >
> > >>>> - Trident
> > >>>> Our good old dev friend is back, but this time, located into "debug"
> package instead of primitives
> > >>>> It works exactly as the previous versions, except you are now also
> able to change it's position and it looks a bit more sexy :)
> >
> > >>>> - Demo class
> > >>>> I've added a simple example of a random cloud of vector3d's to mesh
> using the Delaunay class, in the code
> > >>>> you'll find as well the Trident in action for those new to Away and
> even added a small snippet for the new MeshDebugger in case you've missed my
> post on this one.
> >
> > >>>> Cheers,
> > >>>> Fabrice
>



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Michael Ivanov ,Programmer
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