Thanks for the updates Ringo and Michael, much appreciated! I'm excited to try out the Merging functionality and to see how the BufferInitializer will boost performance in FLINT :)
On Jun 9, 6:18 pm, Michael Iv <[email protected]> wrote: > I tested 1000 sprites a second and it works with a decent FPS in release > build but still needed to be optimized.But I have started working on the > BufferInitializer .That is going to recycle particles.You will only need to > specify the buffer length and that is it .Hope it will boost up the > performance significantly.I hope after the weekend it will be ready ( as I > am busy also with Steering framework for Away3d at this time also). As Ringo > said the merge approach is problematic for dynamic stuff like particles. > > > > > > > > > > On Thu, Jun 9, 2011 at 10:57 AM, Jahiro <[email protected]> wrote: > > 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] > > -- > Michael Ivanov ,Programmer > Neurotech Solutions Ltd. > Flex|Air |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.net > Tel:054-4962254 > [email protected] > [email protected]
