Re: Animation Engine: speed tips

2020-07-02 Thread David Bovill via use-livecode
Here is a short video of a really nice ball animation of the Earth’s Carbon 
Cycle - which is the sort of thing I’d like to make a series of animations / 
interactive simulations about. There a re a few more than 30-40 moving balls 
here - but they are more or less dots….

https://www.youtube.com/watch?v=dwVsD9CiokY

I wonder how many particles can be animated like this in Livecode...
On 2 Jul 2020, 20:53 +0100, David Bovill , wrote:
> That's inspired me :)
>
> I think it may be possible to do what I want in Livecode - which would be 
> great. Thanks Alex and Bernd :)
>
> > On Thu, 2 Jul 2020 at 20:36, Alex Tweedly via use-livecode 
> >  wrote:
> > >
> > > On 01/07/2020 02:52, J. Landman Gay via use-livecode wrote:
> > > > Did you use acceleratedRendering? Set it to true and set the layermode
> > > > of each moving object to dynamic. I'd be curious to see if there's a
> > > > difference.
> > > >
> > > >
> > > Hadn't  tried those until now. There is a difference - but not the kind
> > > I'd hoped for :-)
> > >
> > > Full script is below with detailed time, but the summary is:
> > > - acceleratedRendering made things much worse (50% to 90% slower)
> > > - dynamic layerMode made things a little bit better (5% to 15%).
> > >
> > > If the circle was moving over a plain background, improvement was only
> > > 5%-ish, while if moving over multiple other shapes, it gave a better
> > > improvement.
> > >
> > > Here's the full snippet of the script involved (other cases obvious :-)
> > >
> > > >   set the acceleratedRendering of this stack to false
> > > >    set the layermode of grc "g1" to "static"
> > > >
> > > >    repeat 3 times
> > > >   put 100,400 into tmp
> > > >   put the millisecs into tim1
> > > >   repeat 100 times
> > > >  add 1 to item 1 of tmp
> > > >  set the loc of grc "g1" to tmp
> > > >  wait 0 with messages
> > > >   end repeat
> > > >   put the acceleratedRendering of this stack && \
> > > >     the layermode of grc "g1" \
> > > >     && the millisecs-tim1  after gLog
> > > >    end repeat
> > > >    put CR after gLog
> > >
> > > Here are the times for each of the cases, moving 100 times
> > >
> > > false static 192
> > > false static 154
> > > false static 155
> > >
> > > true static 285
> > > true static 332
> > > true static 249
> > >
> > > true dynamic 265
> > > true dynamic 255
> > > true dynamic 309
> > >
> > > false dynamic 131
> > > false dynamic 134
> > > false dynamic 149
> > >
> > > Alex.
> > >
> > >
> > > ___
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> > > use-livecode@lists.runrev.com
> > > Please visit this url to subscribe, unsubscribe and manage your 
> > > subscription preferences:
> > > http://lists.runrev.com/mailman/listinfo/use-livecode
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Re: Animation Engine: speed tips

2020-07-02 Thread David Bovill via use-livecode
That's inspired me :)

I think it may be possible to do what I want in Livecode - which would be
great. Thanks Alex and Bernd :)

On Thu, 2 Jul 2020 at 20:36, Alex Tweedly via use-livecode <
use-livecode@lists.runrev.com> wrote:

>
> On 01/07/2020 02:52, J. Landman Gay via use-livecode wrote:
> > Did you use acceleratedRendering? Set it to true and set the layermode
> > of each moving object to dynamic. I'd be curious to see if there's a
> > difference.
> >
> >
> Hadn't  tried those until now. There is a difference - but not the kind
> I'd hoped for :-)
>
> Full script is below with detailed time, but the summary is:
> - acceleratedRendering made things much worse (50% to 90% slower)
> - dynamic layerMode made things a little bit better (5% to 15%).
>
> If the circle was moving over a plain background, improvement was only
> 5%-ish, while if moving over multiple other shapes, it gave a better
> improvement.
>
> Here's the full snippet of the script involved (other cases obvious :-)
>
> >   set the acceleratedRendering of this stack to false
> >set the layermode of grc "g1" to "static"
> >
> >repeat 3 times
> >   put 100,400 into tmp
> >   put the millisecs into tim1
> >   repeat 100 times
> >  add 1 to item 1 of tmp
> >  set the loc of grc "g1" to tmp
> >  wait 0 with messages
> >   end repeat
> >   put the acceleratedRendering of this stack && \
> > the layermode of grc "g1" \
> > && the millisecs-tim1  after gLog
> >end repeat
> >put CR after gLog
>
> Here are the times for each of the cases, moving 100 times
>
> false static 192
> false static 154
> false static 155
>
> true static 285
> true static 332
> true static 249
>
> true dynamic 265
> true dynamic 255
> true dynamic 309
>
> false dynamic 131
> false dynamic 134
> false dynamic 149
>
> Alex.
>
>
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> Please visit this url to subscribe, unsubscribe and manage your
> subscription preferences:
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Re: Animation Engine: speed tips

2020-07-02 Thread Alex Tweedly via use-livecode


On 01/07/2020 02:52, J. Landman Gay via use-livecode wrote:
Did you use acceleratedRendering? Set it to true and set the layermode 
of each moving object to dynamic. I'd be curious to see if there's a 
difference.



Hadn't  tried those until now. There is a difference - but not the kind 
I'd hoped for :-)


Full script is below with detailed time, but the summary is:
- acceleratedRendering made things much worse (50% to 90% slower)
- dynamic layerMode made things a little bit better (5% to 15%).

If the circle was moving over a plain background, improvement was only 
5%-ish, while if moving over multiple other shapes, it gave a better 
improvement.


Here's the full snippet of the script involved (other cases obvious :-)


  set the acceleratedRendering of this stack to false
   set the layermode of grc "g1" to "static"

   repeat 3 times
  put 100,400 into tmp
  put the millisecs into tim1
  repeat 100 times
 add 1 to item 1 of tmp
 set the loc of grc "g1" to tmp
 wait 0 with messages
  end repeat
  put the acceleratedRendering of this stack && \
    the layermode of grc "g1" \
    && the millisecs-tim1  after gLog
   end repeat
   put CR after gLog


Here are the times for each of the cases, moving 100 times

false static 192
false static 154
false static 155

true static 285
true static 332
true static 249

true dynamic 265
true dynamic 255
true dynamic 309

false dynamic 131
false dynamic 134
false dynamic 149

Alex.


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Re: Animation Engine: speed tips

2020-07-02 Thread Niggemann, Bernd via use-livecode
Thank you Mark,

Glad you enjoyed it.

If you feel like it you could set the markerPoints of graphic gSand to a ball, 
still running at 22 frames/sec with 500 of them, filled. 

--
0,-13
3,-13
6,-12
8,-11
10,-9
12,-6
13,-3
13,0
13,3
12,6
10,9
8,11
6,12
3,13
0,13
-3,13
-6,12
-8,11
-10,9
-12,6
-13,3
-13,0
-13,-3
-12,-6
-10,-9
-8,-11
-6,-12
-3,-13
0,-13
-

Kind regards
Bernd

> Mark Talluto via use-livecode Wed, 01 Jul 2020 20:55:00 -0700
> 
> This is completely awesome!  Thank you Bernd.
> 
> -Mark Talluto
> Canela Software
> 
> On Wed, Jul 1, 2020 at 8:27 AM Niggemann, Bernd via use-livecode <
> use-livecode@lists.runrev.com> wrote:
> 
> > While not exactly what David asked for but on the topic  of animating
> > multiple objects with acceptable speed:
> >
> > http://forums.livecode.com/viewtopic.php?f=10=11726=sand#p56253



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Re: Animation Engine: speed tips

2020-07-01 Thread Mark Talluto via use-livecode
This is completely awesome!  Thank you Bernd.

-Mark Talluto
Canela Software

On Wed, Jul 1, 2020 at 8:27 AM Niggemann, Bernd via use-livecode <
use-livecode@lists.runrev.com> wrote:

> While not exactly what David asked for but on the topic  of animating
> multiple objects with acceptable speed:
>
> http://forums.livecode.com/viewtopic.php?f=10=11726=sand#p56253
>
> The original poster asked for "sand" particles that should have some sort
> of collision detection and should react to a mouseDown to either attract
> the objects or pushes them away.
>
> It uses _one_ polygon graphic and sets individual points of that graphic
> (separated by an empty line). The points are just x,y coordinates and
> markers make the visual objects of the moving parts.
>
> It manages to animate quite some number of objects depending on the size
> of the markers and some other features that are optional (dropshadow,
> ounteglow, markers filled and antialiasing)
>
> The stack is completely useless but perfect for a rainy day at home.
> Depending on the complexity of the marker graphic it manages to animate
> smoothly (frame rate 18 and up)  from 150 to 1500 (small) objects (you can
> change appearance while the objects are moving.
>
> Kind regards
> Bernd
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Re: Animation Engine: speed tips

2020-07-01 Thread Niggemann, Bernd via use-livecode
While not exactly what David asked for but on the topic  of animating multiple 
objects with acceptable speed:

http://forums.livecode.com/viewtopic.php?f=10=11726=sand#p56253

The original poster asked for "sand" particles that should have some sort of 
collision detection and should react to a mouseDown to either attract the 
objects or pushes them away.

It uses _one_ polygon graphic and sets individual points of that graphic 
(separated by an empty line). The points are just x,y coordinates and markers 
make the visual objects of the moving parts.

It manages to animate quite some number of objects depending on the size of the 
markers and some other features that are optional (dropshadow, ounteglow, 
markers filled and antialiasing)

The stack is completely useless but perfect for a rainy day at home. 
Depending on the complexity of the marker graphic it manages to animate 
smoothly (frame rate 18 and up)  from 150 to 1500 (small) objects (you can 
change appearance while the objects are moving.

Kind regards
Bernd
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Re: Animation Engine: speed tips

2020-06-30 Thread scott--- via use-livecode
Alex,

Eagerly awaiting news of your progress!
—
Scott Morrow

Elementary Software
(Now with 20% less chalk dust!)
web   https://elementarysoftware.com/
email sc...@elementarysoftware.com
booth1-800-615-0867
--


> On Jun 30, 2020, at 6:40 PM, Alex Tweedly via use-livecode 
>  wrote:
> 
> Hi David,
> 
> I had a quick look at this (for slightly selfish reasons - I will be doing 
> some simple animation soon, so this piqued my interest to look at it sooner 
> :-)
> 
> [ all comments on performance or timing here are on an aging (2011) Macbook 
> Pro, LC 9.6.0 ]
> 
> So, there's good news, and there's bad news :-)
> 
> 1. Bad news.
> 
> It is slow (surprisingly, disappointingly slow) to move graphic objects in 
> LC. Moving small simple objects (unfilled circle graphics <20 pixels across) 
> over an uncomplicated background. Each move takes between 1 and 2.6 msecs. 
> (Yes, that's for one object !!)
> 
> [ Puts on 'grumpy old man' hat = that's about the same time as it took on my 
> old Atari ST - 34 years ago!! Where's Moore's Law when I need it :-). ]
> 
> 2. Good news.
> 
> Although disappointing performance, it is (probably) good enough for your 
> described example. Around 30 simple, small objects moving, 20 fps ~= 700ms 
> within a second; it should just be doable.
> 
> 3. Bad News.
> 
> You're on the edge !!  The timings above were for moving objects in a simple, 
> tight loop. (see sample code below my sig.)  You have a little bit of spare 
> CPU left over to handle overhead, object management, new co-ord calculation, 
> etc., but not very much.
> 
> Animation Engine.
> 
> It's a powerful library - has lots of good stuff to do fading, morphing, 
> collision detection, input constraint, color changes, animated scrolls 
> (bounce, overshoot, ...), and then it has two methods of just *moving* LC 
> controls.
> 
> The 'classic' version requires the developer to set up a timer/loop handler, 
> and use the various aeMovexxx handlers; because of the timer handling it's 
> tricky and needs care from the developer.
> 
> The other version is only for straight line moves (aeMoveTo); this is much 
> simpler to use, can handle multiple shapes moving in synch and does it very 
> efficiently. (The older equivalent was aeMoveLinear, which is deprecated). If 
> all your moving is (or can be cast into) using this version, you might have 
> no problems. Note Malte describes aeMoveTo as 'frame-perfect' - all the moves 
> done by aeMoveTo happen perfectly aligned by the (single) frame timer, so 
> moves can be precisely coordindated to start and/or finish at exactly the 
> same time.
> 
> If it can't be, then you might think about adding new functionality to AE to 
> provide a similar capability , using the same single timer that aeMoveTo uses.
> 
> My needs are slightly different:-
> 1. linear and "hop" moves only (*)
> 2. need to string together multiple moves within a 'frame-perfect' setting
> 
> btw - this 'stringing together' is exactly what you would need for hand-drawn 
> curve following; you'd form a points-list from the hand-drawing, then 
> construct a series of linear moves along each edge.
> 
> I decided the easiest way to achieve what I need was a simple 
> purpose-specific library, that has just these features. It's simple to use, 
> understand and debug - currently < 200 lines, and likely to finish up around 
> 250 lines by the time I'm done adding features.
> 
> (*) What's a "hop" move?
> Think of a child's board game (Ludo, S, ...) When you move a piece, 
> you don't (if you're playing with a child) usually just pick it up and move 
> it (say) 5 squares, instead you go "...1...2...3...4...5", while touching the 
> piece in or near each square in turn. That's a hop move (or a series of 
> hop-moves. :-)
> 
> Anyway - I have that working now, so with luck I'll get a chance to work on 
> it this week and get it tidied up, and release a first version by the 
> weekend, so if you (or anyone) is interested they can try it out.
> 
> Alex.
> 
> Simple benchmark:
> 
> I finished up with a pretty trivial example bit of code:
> 
> 
> >put the loc of grc "g1" into tmp
> >repeat 100 times
> >   add 1 to item 1 of tmp
> >   set the loc of grc "g1" to tmp
> >   wait 0 with messages
> >end repeat
> 
> Notes:
> 
> 0. Graphic "g1" is a simple, small circle.
> 
> 1. if the graphic wanders off screen (out of window) the time taken drops to 
> 0.
> 
> 2. If you remove the "add 1 to item 1 of tmp" (i.e. the graphic remains in 
> the same place), then again the time drops to effectively 0.
> 
> So with this simple code, I find that (on my aging Macbook Pro), those 100 
> moves take between 125 and 275 ms (i.e. just about 1 to 2.5 ms per shape to 
> move). And that variation is easily matched against the complexity of the 
> surroundings the piece is moving through - if it moves over (or under) many 
> other graphic objects, it takes clearly 

Re: Animation Engine: speed tips

2020-06-30 Thread J. Landman Gay via use-livecode
Did you use acceleratedRendering? Set it to true and set the layermode of 
each moving object to dynamic. I'd be curious to see if there's a difference.


--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software | http://www.hyperactivesw.com
On June 30, 2020 8:43:25 PM Alex Tweedly via use-livecode 
 wrote:



Hi David,

I had a quick look at this (for slightly selfish reasons - I will be
doing some simple animation soon, so this piqued my interest to look at
it sooner :-)

[ all comments on performance or timing here are on an aging (2011)
Macbook Pro, LC 9.6.0 ]

So, there's good news, and there's bad news :-)

1. Bad news.

It is slow (surprisingly, disappointingly slow) to move graphic objects
in LC. Moving small simple objects (unfilled circle graphics <20 pixels
across) over an uncomplicated background. Each move takes between 1 and
2.6 msecs. (Yes, that's for one object !!)

[ Puts on 'grumpy old man' hat = that's about the same time as it took
on my old Atari ST - 34 years ago!! Where's Moore's Law when I need it
:-). ]

2. Good news.

Although disappointing performance, it is (probably) good enough for
your described example. Around 30 simple, small objects moving, 20 fps
~= 700ms within a second; it should just be doable.

3. Bad News.

You're on the edge !!  The timings above were for moving objects in a
simple, tight loop. (see sample code below my sig.)  You have a little
bit of spare CPU left over to handle overhead, object management, new
co-ord calculation, etc., but not very much.

Animation Engine.

It's a powerful library - has lots of good stuff to do fading, morphing,
collision detection, input constraint, color changes, animated scrolls
(bounce, overshoot, ...), and then it has two methods of just *moving*
LC controls.

The 'classic' version requires the developer to set up a timer/loop
handler, and use the various aeMovexxx handlers; because of the timer
handling it's tricky and needs care from the developer.

The other version is only for straight line moves (aeMoveTo); this is
much simpler to use, can handle multiple shapes moving in synch and does
it very efficiently. (The older equivalent was aeMoveLinear, which is
deprecated). If all your moving is (or can be cast into) using this
version, you might have no problems. Note Malte describes aeMoveTo as
'frame-perfect' - all the moves done by aeMoveTo happen perfectly
aligned by the (single) frame timer, so moves can be precisely
coordindated to start and/or finish at exactly the same time.

If it can't be, then you might think about adding new functionality to
AE to provide a similar capability , using the same single timer that
aeMoveTo uses.

My needs are slightly different:-
1. linear and "hop" moves only (*)
2. need to string together multiple moves within a 'frame-perfect' setting

btw - this 'stringing together' is exactly what you would need for
hand-drawn curve following; you'd form a points-list from the
hand-drawing, then construct a series of linear moves along each edge.

I decided the easiest way to achieve what I need was a simple
purpose-specific library, that has just these features. It's simple to
use, understand and debug - currently < 200 lines, and likely to finish
up around 250 lines by the time I'm done adding features.

(*) What's a "hop" move?
Think of a child's board game (Ludo, S, ...) When you move a
piece, you don't (if you're playing with a child) usually just pick it
up and move it (say) 5 squares, instead you go "...1...2...3...4...5",
while touching the piece in or near each square in turn. That's a hop
move (or a series of hop-moves. :-)

Anyway - I have that working now, so with luck I'll get a chance to work
on it this week and get it tidied up, and release a first version by the
weekend, so if you (or anyone) is interested they can try it out.

Alex.

Simple benchmark:

I finished up with a pretty trivial example bit of code:


>put the loc of grc "g1" into tmp
>repeat 100 times
>   add 1 to item 1 of tmp
>   set the loc of grc "g1" to tmp
>   wait 0 with messages
>end repeat

Notes:

0. Graphic "g1" is a simple, small circle.

1. if the graphic wanders off screen (out of window) the time taken
drops to 0.

2. If you remove the "add 1 to item 1 of tmp" (i.e. the graphic remains
in the same place), then again the time drops to effectively 0.

So with this simple code, I find that (on my aging Macbook Pro), those
100 moves take between 125 and 275 ms (i.e. just about 1 to 2.5 ms per
shape to move). And that variation is easily matched against the
complexity of the surroundings the piece is moving through - if it moves
over (or under) many other graphic objects, it takes clearly longer.

Good luck.

On 28/06/2020 01:09, David Bovill via use-livecode wrote:

I made a quick test - creating and animating small graphic circles along a 
complex curve with many points. It works fine with one or two animated 
spheres but I’d like to be able to animate >30 and it 

Re: Animation Engine: speed tips

2020-06-30 Thread Alex Tweedly via use-livecode

Hi David,

I had a quick look at this (for slightly selfish reasons - I will be 
doing some simple animation soon, so this piqued my interest to look at 
it sooner :-)


[ all comments on performance or timing here are on an aging (2011) 
Macbook Pro, LC 9.6.0 ]


So, there's good news, and there's bad news :-)

1. Bad news.

It is slow (surprisingly, disappointingly slow) to move graphic objects 
in LC. Moving small simple objects (unfilled circle graphics <20 pixels 
across) over an uncomplicated background. Each move takes between 1 and 
2.6 msecs. (Yes, that's for one object !!)


[ Puts on 'grumpy old man' hat = that's about the same time as it took 
on my old Atari ST - 34 years ago!! Where's Moore's Law when I need it 
:-). ]


2. Good news.

Although disappointing performance, it is (probably) good enough for 
your described example. Around 30 simple, small objects moving, 20 fps 
~= 700ms within a second; it should just be doable.


3. Bad News.

You're on the edge !!  The timings above were for moving objects in a 
simple, tight loop. (see sample code below my sig.)  You have a little 
bit of spare CPU left over to handle overhead, object management, new 
co-ord calculation, etc., but not very much.


Animation Engine.

It's a powerful library - has lots of good stuff to do fading, morphing, 
collision detection, input constraint, color changes, animated scrolls 
(bounce, overshoot, ...), and then it has two methods of just *moving* 
LC controls.


The 'classic' version requires the developer to set up a timer/loop 
handler, and use the various aeMovexxx handlers; because of the timer 
handling it's tricky and needs care from the developer.


The other version is only for straight line moves (aeMoveTo); this is 
much simpler to use, can handle multiple shapes moving in synch and does 
it very efficiently. (The older equivalent was aeMoveLinear, which is 
deprecated). If all your moving is (or can be cast into) using this 
version, you might have no problems. Note Malte describes aeMoveTo as 
'frame-perfect' - all the moves done by aeMoveTo happen perfectly 
aligned by the (single) frame timer, so moves can be precisely 
coordindated to start and/or finish at exactly the same time.


If it can't be, then you might think about adding new functionality to 
AE to provide a similar capability , using the same single timer that 
aeMoveTo uses.


My needs are slightly different:-
1. linear and "hop" moves only (*)
2. need to string together multiple moves within a 'frame-perfect' setting

btw - this 'stringing together' is exactly what you would need for 
hand-drawn curve following; you'd form a points-list from the 
hand-drawing, then construct a series of linear moves along each edge.


I decided the easiest way to achieve what I need was a simple 
purpose-specific library, that has just these features. It's simple to 
use, understand and debug - currently < 200 lines, and likely to finish 
up around 250 lines by the time I'm done adding features.


(*) What's a "hop" move?
Think of a child's board game (Ludo, S, ...) When you move a 
piece, you don't (if you're playing with a child) usually just pick it 
up and move it (say) 5 squares, instead you go "...1...2...3...4...5", 
while touching the piece in or near each square in turn. That's a hop 
move (or a series of hop-moves. :-)


Anyway - I have that working now, so with luck I'll get a chance to work 
on it this week and get it tidied up, and release a first version by the 
weekend, so if you (or anyone) is interested they can try it out.


Alex.

Simple benchmark:

I finished up with a pretty trivial example bit of code:


>    put the loc of grc "g1" into tmp
>    repeat 100 times
>   add 1 to item 1 of tmp
>   set the loc of grc "g1" to tmp
>   wait 0 with messages
>    end repeat

Notes:

0. Graphic "g1" is a simple, small circle.

1. if the graphic wanders off screen (out of window) the time taken 
drops to 0.


2. If you remove the "add 1 to item 1 of tmp" (i.e. the graphic remains 
in the same place), then again the time drops to effectively 0.


So with this simple code, I find that (on my aging Macbook Pro), those 
100 moves take between 125 and 275 ms (i.e. just about 1 to 2.5 ms per 
shape to move). And that variation is easily matched against the 
complexity of the surroundings the piece is moving through - if it moves 
over (or under) many other graphic objects, it takes clearly longer.


Good luck.

On 28/06/2020 01:09, David Bovill via use-livecode wrote:


I made a quick test - creating and animating small graphic circles along a complex 
curve with many points. It works fine with one or two animated spheres but I’d 
like to be able to animate >30 and it slows to a crawl after 4 or 5. I tried 
setting the layer mode appropriately for all the objects - but I’m doing this on a 
new MacBook Pro - and it does not make a difference.

Does anyone have an example stack with multiple animated objects that I can 
compare / 

Re: OFFLIST Re: Animation Engine: speed tips

2020-06-29 Thread Martin Koob via use-livecode
The first rule of OFFLIST is you don’t cc to the list.  :-)

But, I too an interested in what Malte is up to.  
Hope all things are going well for you Malte.

Martin


> On Jun 29, 2020, at 1:14 PM, Richard Gaskin via use-livecode 
>  wrote:
> 
> D'oh! My bad, I'd meant to not take up list space with this.
> 
> But we all love Malte, and maybe he won't mind taking a moment to let us know 
> what he's working on lately.
> 
> -- 
> Richard Gaskin
> Fourth World Systems
> 
> 
> Colin wrote:
>> We’re all curious!
>>> On Jun 29, 2020, at 9:26 AM, Richard Gaskin via use-livecode >> at lists.runrev.com> wrote:
>>> On the use-livecode list you wrote:
>>> > Hey Alex,
>>> >
>>> > Public Domain it is. I’ve set it free couple. of years back, as I am
>>> > essentially no longer writing code. :-) Still following LiveCodes
>>> > progress with interest though.  :-)
>>> >
>>> > Cheers,
>>> >
>>> > Malte
>>> If you're no coding, what are you up to these days?
> 
> 
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Re: OFFLIST Re: Animation Engine: speed tips

2020-06-29 Thread Richard Gaskin via use-livecode

D'oh! My bad, I'd meant to not take up list space with this.

But we all love Malte, and maybe he won't mind taking a moment to let us 
know what he's working on lately.


--
 Richard Gaskin
 Fourth World Systems


Colin wrote:

We’re all curious!


On Jun 29, 2020, at 9:26 AM, Richard Gaskin via use-livecode  wrote:

On the use-livecode list you wrote:
> Hey Alex,
>
> Public Domain it is. I’ve set it free couple. of years back, as I am
> essentially no longer writing code. :-) Still following LiveCodes
> progress with interest though.  :-)
>
> Cheers,
>
> Malte

If you're no coding, what are you up to these days?



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Re: OFFLIST Re: Animation Engine: speed tips

2020-06-29 Thread Colin Holgate via use-livecode
We’re all curious!

> On Jun 29, 2020, at 9:26 AM, Richard Gaskin via use-livecode 
>  wrote:
> 
> On the use-livecode list you wrote:
> > Hey Alex,
> >
> > Public Domain it is. I’ve set it free couple. of years back, as I am
> > essentially no longer writing code. :-) Still following LiveCodes
> > progress with interest though.  :-)
> >
> > Cheers,
> >
> > Malte
> 
> If you're no coding, what are you up to these days?
> 
> -- 
> Richard Gaskin
> Fourth World Systems
> Software Design and Development for the Desktop, Mobile, and the Web
> 
> ambassa...@fourthworld.comhttp://www.FourthWorld.com
> 
> 
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OFFLIST Re: Animation Engine: speed tips

2020-06-29 Thread Richard Gaskin via use-livecode

On the use-livecode list you wrote:
> Hey Alex,
>
> Public Domain it is. I’ve set it free couple. of years back, as I am
> essentially no longer writing code. :-) Still following LiveCodes
> progress with interest though.  :-)
>
> Cheers,
>
> Malte

If you're no coding, what are you up to these days?

--
 Richard Gaskin
 Fourth World Systems
 Software Design and Development for the Desktop, Mobile, and the Web
 
 ambassa...@fourthworld.comhttp://www.FourthWorld.com


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Re: Animation Engine: speed tips

2020-06-29 Thread Alex Tweedly via use-livecode
Thanks Malte. Hope you are enjoying whatever it is you're doing instead 
of writing code :-)


Thanks again for having put AE into the Public Domain.

Alex.

On 29/06/2020 10:15, Malte Pfaff-Brill via use-livecode wrote:

Hey Alex,

Public Domain it is. I’ve set it free couple. of years back, as I am 
essentially no longer writing code. :-) Still following LiveCodes progress with 
interest though.  :-)

Cheers,

Malte
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Re: Animation Engine: speed tips

2020-06-29 Thread Malte Pfaff-Brill via use-livecode
Hey Alex,

Public Domain it is. I’ve set it free couple. of years back, as I am 
essentially no longer writing code. :-) Still following LiveCodes progress with 
interest though.  :-)

Cheers,

Malte
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Re: Animation Engine: speed tips

2020-06-28 Thread Alex Tweedly via use-livecode

Hi there submariner :-),

can you just confirm the licensing of AE ?

The demo code says it is dual Commercial & GLPL3 - but GitHub says it is 
Public Domain.


Can you just say which of those is correct ?

Thanks

Alex.

On 28/06/2020 10:27, Malte Pfaff-Brill via use-livecode wrote:

Hi,

off
it. might be worth digging into AEs source and change the handlers from using 
cProps to local variables.  Also,  there might be unnecessary instances. of 
locking / unlocking screen that. should be refactored in AE.
If anyone is going to take that up I’d be happy iff you shared your patches to 
the community. :-)
on

All the. Best,

Malte
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Re: Animation Engine: speed tips

2020-06-28 Thread David Bovill via use-livecode
OK - will take a look. I suspect it is due to too many messages being sent due 
to the sort of line that is drawn when you create a curve by hand….
On 28 Jun 2020, 10:28 +0100, Malte Pfaff-Brill via use-livecode 
, wrote:
> Hi,
>
> off
> it. might be worth digging into AEs source and change the handlers from using 
> cProps to local variables. Also, there might be unnecessary instances. of 
> locking / unlocking screen that. should be refactored in AE.
> If anyone is going to take that up I’d be happy iff you shared your patches 
> to the community. :-)
> on
>
> All the. Best,
>
> Malte
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Re: Animation Engine: speed tips

2020-06-28 Thread Malte Pfaff-Brill via use-livecode
Hi,

off
it. might be worth digging into AEs source and change the handlers from using 
cProps to local variables.  Also,  there might be unnecessary instances. of 
locking / unlocking screen that. should be refactored in AE. 
If anyone is going to take that up I’d be happy iff you shared your patches to 
the community. :-)
on

All the. Best,

Malte
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Re: Animation Engine: speed tips

2020-06-27 Thread Derek Bump via use-livecode

On 6/27/20 7:09 PM, David Bovill via use-livecode wrote:

I made a quick test - creating and animating small graphic circles along a complex 
curve with many points. It works fine with one or two animated spheres but I’d 
like to be able to animate >30 and it slows to a crawl after 4 or 5. I tried 
setting the layer mode appropriately for all the objects - but I’m doing this on a 
new MacBook Pro - and it does not make a difference.

Does anyone have an example stack with multiple animated objects that I can 
compare / test for speed?


Hello David,

You're welcome to play around with my sketchbook: 
https://speedbump.io/shared/yage-sketchbook.zip


Ignore the first card, as it's my misunderstanding of how to effectively 
use Animation Engine, but the 2nd card uses the movePolygonal command to 
animate 60 objects across several polygons at about 60FPS on my Ryzen 
3700X on Linux Mint 19.3.


Frame rate jumps a tad on Windows, but I don't have a Mac to test with 
anymore.


Would you be willing to share your stack?

--
Derek Bump

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Animation Engine: speed tips

2020-06-27 Thread David Bovill via use-livecode
I made a quick test - creating and animating small graphic circles along a 
complex curve with many points. It works fine with one or two animated spheres 
but I’d like to be able to animate >30 and it slows to a crawl after 4 or 5. I 
tried setting the layer mode appropriately for all the objects - but I’m doing 
this on a new MacBook Pro - and it does not make a difference.

Does anyone have an example stack with multiple animated objects that I can 
compare / test for speed?
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