Easy, just put sphere on scene rotate it ++ then increase segment until it
drop fps from 30/30, we will keep that as high score
e.g. see
http://away3d.googlecode.com/svn/branches/lite/src/basics/ExSphere.as
/*
> Test with quality MEDIUM, at 30/30FPS steady
> --------------------------------------------
> [Single Core]
> BasicRenderer = 59x59 segments = 3,481 Quad faces
> FastRenderer = 60x60 segments = 3,600 Quad faces
>
> [Quad Core]
> BasicRenderer = 106x106 segments
> FastRenderer = 111x111 segments
> */
>
when you get your high score, try note it, and then start to refactoring
after that
and keep testing it until you get better performance (which mean you can
increase segment and still 30/30)
for memory plz do try Flash Builder and profiling, it's damn easy just hit
profiling button and that's it! result is all there!
PS : make sure you are not running any background program while testing
hth
btw, you better try start from branches, my last update is all there (i
still update even molehill is there because i still need it until public
release anyway)
On Sunday, 20 March 2011, rctdeclan <[email protected]> wrote:
> Hi katopz
>
> You could say I'm making a version called Away3dlight(er). I'm trying
> to achieve a very small engine that's fast.
>
> But... I have no experience at profiling whatsoever. How do you test
> speeds? would you recommend any good tutorial on doing this?
>
> Cheers and I'll keep you updated :)
>
> -Declan
>
> On Mar 19, 6:15 pm, katopz <[email protected]> wrote:
>> Hi Declan
>>
>> wouldn't it me more obvious for> Object3D to be called DisplayObject3D
and inherit EventDispatcher and
>> > like DisplayObject, implement IBitmapDrawable?
>>
>> good question, i plan to do this once for comparing speed/ram use for
both
>> only reason we need Sprite here is native add/remove child, should be not
>> hard to redo this, may be you wan't to try? ;)
>>
>> Camera3D extends Object3D. But Camera3D is not something that you can
see.
>>
>> we need still need to move/rotate camera anyway, maybe you can rip this
to
>> at least DisplayObject
>> or you need to implement all x,y,z,rotaion and else anyway if you extends
>> only Object
>> and again you can try rip nd give us (better?) result :)
>>
>> Another thing; Why does Mesh render draw itself using the
>>
>> > Utils3D.projectVectors(); Shouldn't a Renderer be in the position of
>> > drawing other objects?
>>
>> as i remember result correctly, when i try to move Utils3D project
method
>> to core tenderer, it give me slower result
>> so that's why i move it in each mesh instead, maybe you can try move it
out
>> and give me (better) result ;)
>>
>> Don't get me wrong guys, I don't mean to condemn the engine, it's just
>>
>> > that I was wondering if it could be done better, or more logical.
>>
>> please keep doing this, i implement away3dlite because i found that i can
>> get better result/speed there
>> some method maybe not make any sense, because sometime i skip it and plan
to
>> get back there later (and yes sometime i forget it ;p)
>>
>> so, it's really good (for me) that someone find something and then
develop
>> it!
>> open source is working that way, and i really love to see your result and
>> improvement
>>
>> feel free to input, any better result is really welcome!
>>
>> cheers
>>
>> On 18 March 2011 02:42, rctdeclan <[email protected]> wrote:
>>
>>
>>
>>
>>
>>
>>
>>
>>
>> > I just thought about the following, and I'd like your opinions on it:
>>
>> > Away3D(lite)'s Object3D class extends Sprite. A simple defenition of a
>> > Sprite instance is that it is something that you can see on the
>> > screen. An Object3D doesn't necessarily need to be seen, right?
>> > Looking at the class hierarchy in the flash.display package: Object <=
>> > EventDispatcher <=DisplayObject <=InteractiveObject <=
>> > DisplayObjectContainer <=Sprite, wouldn't it me more obvious for
>> > Object3D to be called DisplayObject3D and inherit EventDispatcher and
>> > like DisplayObject, implement IBitmapDrawable?
>>
>> > Then, on the other hand, Camera3D extends Object3D. But Camera3D is
>> > not something that you can see. Of course, it plays a part in the 3d
>> > scene, but my opinion is that Camera3D is abstract; it should only
>> > represent a 3d location with an orientation an focus, zoom, etc...
>>
>> > Another thing; Why does Mesh render draw itself using the
>> > Utils3D.projectVectors(); Shouldn't a Renderer be in the position of
>> > drawing other objects?
>>
>> > Don't get me wrong guys, I don't mean to condemn the engine, it's just
>> > that I was wondering if it could be done better, or more logical.
>>
>> > -Declan
>>
>> --
>> Regards
>> -----------------------------------------------------------
>> Todsaporn Banjerdkit, katopz,http://sleepydesign.com
>> Away3DLite and JigLibFlash Developer Team