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]

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