Hey Richard

for a large level, a few things will help with render speed:

using frustumClipping (see the demo here for details on use:
http://www.infiniteturtles.co.uk/blog/away3d-23-released)

using the fog filter (does a similar job to the frustum but culls objects
after a certain distance where they can no longer be seen)

if you split your level into containers (ie. use objectcontainer3d for each
room, say), then just turning on object culling should improve things. this
is done in the default clipping property for the view:

view.clipping.objectCulling = true;

and will remove all objects outside the viewable area from the render loop
before vertex projection, the single biggest saving.


hth!

Rob


On Sat, Mar 14, 2009 at 5:00 PM, Peter Kapelyan <[email protected]> wrote:

> Hi Rich,
>
> If you are planning on showing the whole level, it should be better as one
> obect, because then you won't have duplicate vertices where the "tiles"
> meet, and should be less work to do (uv mapping etc) than a lot of tiles.
>
> Everyone's case is different, I am sure if you play around a bit you'll
> uncover some optimization tricks and insights! :)
>
> Best,
>
> -Pete
> On Sat, Mar 14, 2009 at 3:59 AM, Richard Davey <[email protected]> wrote:
>
>>  2009/3/14 Peter Kapelyan <[email protected]>
>>
>>
>>> Another possibility is to reuse any parts of your game, if you have 100
>>> crates and only 20 max are shown at a time, make only 20 crates and move
>>> them into place as you enter those areas. Reuse, Recycle, Ram usage.
>>>
>>> In general I don't think the total amount of objects you use matters
>>> much, unless they are all seen at the same time. Just keep a close eye on
>>> the RAM usage, that should tell you whether your game is getting out of hand
>>> or not (mostly to do with textures).
>>>
>>
>> Thanks Peter,
>> From your experience which approach is Away3D faster at dealing with? The
>> large "single model" approach, or a tiled solution? This is purely for level
>> geometry. I would definitely pool and re-use scene objects (crates for
>> example).
>>
>> Cheers,
>>
>> Rich
>> --
>> PHP: http://www.corephp.co.uk / Zend Certified Engineer
>> AS3: http://www.photonstorm.com / Full Gamer Alchemist
>>
>
>
>
> --
> ___________________
>
> Actionscript 3.0 Flash 3D Graphics Engine
>
> HTTP://AWAY3D.COM
>



-- 
Rob Bateman
Flash Development & Consultancy

[email protected]
www.infiniteturtles.co.uk
www.away3d.com

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