It's pretty to do this yourself as well. The key is usually areas where you are 
creating or destroying instances ... try to use trace() statements to determine 
if objects are really being destroyed. For example, make sure that you have 
removed all of your event handlers or other strong references to the object.

Away3D also slows down once it reaches "critical mass" in terms of objects. If 
you always have the same number of objects, you should probably be fine, but at a certain 
point you'll have too many objects for it to render in real-time and then it will begin 
slowing down quickly. Make sure your objects are being destroyed, or remove code that 
relies on removeChild and addChild and replace it with .visible or something else. The 
cause of slow performance usually isn't having too many objects in memory, but rendering 
too many objects at once.

Finally, depending on your project, you can toggle between rendering modes or 
push objects into their own View object so that you can render them separately 
from the rest of the scene. There's a number of things you can do to play with 
maximizing performance.


On Wed, 24 Feb 2010 03:29:38 -0800, Michael Iv <explomas...@gmail.com> wrote:

I really don't know if there is a Profiler in FlashDevelop but I would
highly recommend you to develop 3d stuff in IDE that has it .
Flash Builder or FDT .
In this field of programming optimization issues are critical and rapid .
And profiler , it is like a gift from the God for that matter.

On Wed, Feb 24, 2010 at 1:23 PM, Alexandre Bais <bais.alexan...@gmail.com>wrote:

I code with FlashDevelop (+FlexSDK)...
Maybe they are a monitor, but if they are, I don't know where :\

I will search for that, it will be very usefull (if I know how to use
it !)

Thank you again ;)






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