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.com
http://blog.alladvanced.net
Tel:054-4962254
[email protected]
[email protected]

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