So, I made fixes I mentioned in my last post. Plus I made everything as I could [Inline]. And this gave tremendous performance gain - up to +30%! Now I can handle 800 objects with 60 fps!
volgogradetzzz
Math, physics, flash.
воскресенье, 28 сентября 2014 г.
Parallax Mapping Agal2 update.
Very quick post. Just recompiled my parallax experiment. Previously it worked with FP11.6 beta only, which is very hard to find this days. Now you can see the demo if you have FP15.
Parallax Mapping Agal2 and one more
Parallax Mapping Agal2 and one more
четверг, 25 сентября 2014 г.
Planet Shooter. Physics 2.
In my last post I mentioned that using brute-force approach for collision detection I can handle 200 objects on my machine with 60 fps. My next step was to add some spatial structure for fast collisions.
воскресенье, 14 сентября 2014 г.
Planet Shooter. Physics.
Hi dear readers. Today I'm starting a series of posts about a game I'm working on in my free time. I'm seriously planning to release it. And here I'll write about my progress.
среда, 26 марта 2014 г.
Open Letter to Adobe
Adobe! You're loosing the most devoted fans. It's time to think about platform monetization while it's not too late. Please, don't kill Flash.
http://plugin.io/open-letter-to-adobe/
http://plugin.io/open-letter-to-adobe/
вторник, 11 марта 2014 г.
суббота, 8 марта 2014 г.
Order independent transparency in flash
Hi. The word of warning in the beginning - my approach is some sort of depth peeling algorithm, but it's not true depth peeling - it's impossible in flash yet. It also not uses different buffers - A, K etc - simply because we don't have it in flash. My Approach uses too many passes to be useful real-time technique. It's just a proof of concepts and was a good train for my brain :)
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