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	<title>Comments on: Massive amounts of 3D particles without Alchemy and PixelBender</title>
	<atom:link href="http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender/</link>
	<description>Actionscript3, Flash, Java, C#, C++, Algorithms &#38; Imageprocessing</description>
	<lastBuildDate>Wed, 10 Mar 2010 16:22:51 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
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		<title>By: Cardin</title>
		<link>http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender/comment-page-1/#comment-184602</link>
		<dc:creator>Cardin</dc:creator>
		<pubDate>Sun, 31 Jan 2010 13:34:23 +0000</pubDate>
		<guid isPermaLink="false">http://blog.joa-ebert.com/?p=300#comment-184602</guid>
		<description>13/32 on your version, very smooth I like it.

10/60 on Ralph&#039;s. A bit of a lag. Nearly froze my Firefox - everything but that tab was not working. Thankfully I had Fire Gestures to close the tab, phew!

This is a real bummer for Pixel Bender, I&#039;d really thought we could play with shaders in Flash. =(</description>
		<content:encoded><![CDATA[<p>13/32 on your version, very smooth I like it.</p>
<p>10/60 on Ralph&#8217;s. A bit of a lag. Nearly froze my Firefox &#8211; everything but that tab was not working. Thankfully I had Fire Gestures to close the tab, phew!</p>
<p>This is a real bummer for Pixel Bender, I&#8217;d really thought we could play with shaders in Flash. =(</p>
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		<title>By: Daniel Barber</title>
		<link>http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender/comment-page-1/#comment-175835</link>
		<dc:creator>Daniel Barber</dc:creator>
		<pubDate>Fri, 18 Sep 2009 05:34:50 +0000</pubDate>
		<guid isPermaLink="false">http://blog.joa-ebert.com/?p=300#comment-175835</guid>
		<description>Sorry that should have been &quot;0x000000&quot; not &quot;0xFFFFFF&quot;.</description>
		<content:encoded><![CDATA[<p>Sorry that should have been &#8220;0&#215;000000&#8243; not &#8220;0xFFFFFF&#8221;.</p>
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		<title>By: Daniel Barber</title>
		<link>http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender/comment-page-1/#comment-175834</link>
		<dc:creator>Daniel Barber</dc:creator>
		<pubDate>Fri, 18 Sep 2009 05:32:36 +0000</pubDate>
		<guid isPermaLink="false">http://blog.joa-ebert.com/?p=300#comment-175834</guid>
		<description>I found that using two vectors shaves off a few milliseconds:

private const _empty: Vector. = new Vector.( 550 * 400, true );

I fill this with the 0xFFFFFF when the class is instantiated. Then in the enter frame method I clone the vector:

var buffer: Vector. = _empty.slice();

I&#039;ve left it running for some time, and don&#039;t seem to see any issue with GC.</description>
		<content:encoded><![CDATA[<p>I found that using two vectors shaves off a few milliseconds:</p>
<p>private const _empty: Vector. = new Vector.( 550 * 400, true );</p>
<p>I fill this with the 0xFFFFFF when the class is instantiated. Then in the enter frame method I clone the vector:</p>
<p>var buffer: Vector. = _empty.slice();</p>
<p>I&#8217;ve left it running for some time, and don&#8217;t seem to see any issue with GC.</p>
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		<title>By: Notes: Loop Optimizations 2 &#124; Course Vector</title>
		<link>http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender/comment-page-1/#comment-175435</link>
		<dc:creator>Notes: Loop Optimizations 2 &#124; Course Vector</dc:creator>
		<pubDate>Tue, 08 Sep 2009 16:23:43 +0000</pubDate>
		<guid isPermaLink="false">http://blog.joa-ebert.com/?p=300#comment-175435</guid>
		<description>[...] of a difference in speed. The discovery I made after looking into BetweenAS3 and the efforts of Joa Ebert on his AS3 particles I noticed they were using LinkedLists to manage large numbers of objects. [...]</description>
		<content:encoded><![CDATA[<p>[...] of a difference in speed. The discovery I made after looking into BetweenAS3 and the efforts of Joa Ebert on his AS3 particles I noticed they were using LinkedLists to manage large numbers of objects. [...]</p>
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		<title>By: Patrick</title>
		<link>http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender/comment-page-1/#comment-175425</link>
		<dc:creator>Patrick</dc:creator>
		<pubDate>Tue, 08 Sep 2009 08:08:29 +0000</pubDate>
		<guid isPermaLink="false">http://blog.joa-ebert.com/?p=300#comment-175425</guid>
		<description>That&#039;s what I thought too. And to my surprise, the framerate really is about 2-3fps higher and stays very stable. The GC doesn&#039;t have that much to do in the rest of my stuff so maybe that&#039;s why it&#039;s okay?</description>
		<content:encoded><![CDATA[<p>That&#8217;s what I thought too. And to my surprise, the framerate really is about 2-3fps higher and stays very stable. The GC doesn&#8217;t have that much to do in the rest of my stuff so maybe that&#8217;s why it&#8217;s okay?</p>
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		<title>By: joa</title>
		<link>http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender/comment-page-1/#comment-175380</link>
		<dc:creator>joa</dc:creator>
		<pubDate>Mon, 07 Sep 2009 08:37:02 +0000</pubDate>
		<guid isPermaLink="false">http://blog.joa-ebert.com/?p=300#comment-175380</guid>
		<description>Patrick: You will create a new Vector each frame in that case with the size of the BitmapData. This means every so-often the GC will kick in and has to clean up a lot ...</description>
		<content:encoded><![CDATA[<p>Patrick: You will create a new Vector each frame in that case with the size of the BitmapData. This means every so-often the GC will kick in and has to clean up a lot &#8230;</p>
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		<title>By: Patrick</title>
		<link>http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender/comment-page-1/#comment-175349</link>
		<dc:creator>Patrick</dc:creator>
		<pubDate>Sun, 06 Sep 2009 10:24:08 +0000</pubDate>
		<guid isPermaLink="false">http://blog.joa-ebert.com/?p=300#comment-175349</guid>
		<description>If you replace

while( --n &gt; -1 ) buffer[ n ] = 0x000000;

with a simple BitmapData.fillRect and another BitmapData.getVector() it&#039;s actually faster. What&#039;s even better is that performance won&#039;t depend that much on the size of the BitmapData anymore but (almost) only on the number of particles.</description>
		<content:encoded><![CDATA[<p>If you replace</p>
<p>while( &#8211;n &gt; -1 ) buffer[ n ] = 0&#215;000000;</p>
<p>with a simple BitmapData.fillRect and another BitmapData.getVector() it&#8217;s actually faster. What&#8217;s even better is that performance won&#8217;t depend that much on the size of the BitmapData anymore but (almost) only on the number of particles.</p>
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		<title>By: Alchemy for ActionScript at blog.joa-ebert.com - Blog of Joa Ebert</title>
		<link>http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender/comment-page-1/#comment-173805</link>
		<dc:creator>Alchemy for ActionScript at blog.joa-ebert.com - Blog of Joa Ebert</dc:creator>
		<pubDate>Tue, 04 Aug 2009 22:34:30 +0000</pubDate>
		<guid isPermaLink="false">http://blog.joa-ebert.com/?p=300#comment-173805</guid>
		<description>[...] the inverse square root might be inlined and optimized much better. I did a simple test using the Lorenz attractor from before and replacing the Vector.&lt;uint&gt; buffer with a ByteArray gave a performance boost [...]</description>
		<content:encoded><![CDATA[<p>[...] the inverse square root might be inlined and optimized much better. I did a simple test using the Lorenz attractor from before and replacing the Vector.&lt;uint&gt; buffer with a ByteArray gave a performance boost [...]</p>
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		<title>By: Nightrider</title>
		<link>http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender/comment-page-1/#comment-172464</link>
		<dc:creator>Nightrider</dc:creator>
		<pubDate>Wed, 08 Jul 2009 09:52:22 +0000</pubDate>
		<guid isPermaLink="false">http://blog.joa-ebert.com/?p=300#comment-172464</guid>
		<description>I tested both movies in an old pc. The AS3 version was much faster, around 17fps while Ralph&#039;s one was struggling to reach 9fps. PC specs: AMD Athlon 64 2400MHz, 1536 MB (DDR SDRAM)</description>
		<content:encoded><![CDATA[<p>I tested both movies in an old pc. The AS3 version was much faster, around 17fps while Ralph&#8217;s one was struggling to reach 9fps. PC specs: AMD Athlon 64 2400MHz, 1536 MB (DDR SDRAM)</p>
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		<title>By: Miream Explained &#124; Andy Li's Blog</title>
		<link>http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender/comment-page-1/#comment-172298</link>
		<dc:creator>Miream Explained &#124; Andy Li's Blog</dc:creator>
		<pubDate>Sun, 05 Jul 2009 03:21:52 +0000</pubDate>
		<guid isPermaLink="false">http://blog.joa-ebert.com/?p=300#comment-172298</guid>
		<description>[...] you may noticed that the program is very similar to the Alchemy particle pusher. In fact, I used Joa Eberts AS3 only version as a base and altered it as I need to overcome the limit of [...]</description>
		<content:encoded><![CDATA[<p>[...] you may noticed that the program is very similar to the Alchemy particle pusher. In fact, I used Joa Eberts AS3 only version as a base and altered it as I need to overcome the limit of [...]</p>
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		<title>By: nathan</title>
		<link>http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender/comment-page-1/#comment-171537</link>
		<dc:creator>nathan</dc:creator>
		<pubDate>Mon, 22 Jun 2009 20:34:04 +0000</pubDate>
		<guid isPermaLink="false">http://blog.joa-ebert.com/?p=300#comment-171537</guid>
		<description>here it is in haxe for those interested :)

http://webr3.org/blog/haxe/flash-10-massive-amounts-of-3d-particles-with-haxe/</description>
		<content:encoded><![CDATA[<p>here it is in haxe for those interested :)</p>
<p><a href="http://webr3.org/blog/haxe/flash-10-massive-amounts-of-3d-particles-with-haxe/" rel="nofollow">http://webr3.org/blog/haxe/flash-10-massive-amounts-of-3d-particles-with-haxe/</a></p>
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		<title>By: Leaving The Sandbox at blog.joa-ebert.com - Blog of Joa Ebert</title>
		<link>http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender/comment-page-1/#comment-171317</link>
		<dc:creator>Leaving The Sandbox at blog.joa-ebert.com - Blog of Joa Ebert</dc:creator>
		<pubDate>Fri, 19 Jun 2009 15:51:32 +0000</pubDate>
		<guid isPermaLink="false">http://blog.joa-ebert.com/?p=300#comment-171317</guid>
		<description>[...] but I have not implemented all instructions of the AVM+ yet. Although I can already transform the 3D lorenz attractor to TAAS for instance and all types are solved [...]</description>
		<content:encoded><![CDATA[<p>[...] but I have not implemented all instructions of the AVM+ yet. Although I can already transform the 3D lorenz attractor to TAAS for instance and all types are solved [...]</p>
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		<title>By: Boostez vos performances en utilisant des LinkedList &#171; Minuit4</title>
		<link>http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender/comment-page-1/#comment-170355</link>
		<dc:creator>Boostez vos performances en utilisant des LinkedList &#171; Minuit4</dc:creator>
		<pubDate>Sat, 30 May 2009 17:16:19 +0000</pubDate>
		<guid isPermaLink="false">http://blog.joa-ebert.com/?p=300#comment-170355</guid>
		<description>[...] Joa Ebert en parle aussi ici avec un superbe exemple. Il disait qu&#8217;il s&#8217;en servait aussi dans son moteur de tween qui était, grâce à tout ça, plus performant que les Tweenlite ou Tweener. [...]</description>
		<content:encoded><![CDATA[<p>[...] Joa Ebert en parle aussi ici avec un superbe exemple. Il disait qu&#8217;il s&#8217;en servait aussi dans son moteur de tween qui était, grâce à tout ça, plus performant que les Tweenlite ou Tweener. [...]</p>
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		<title>By: Hudson Ansley</title>
		<link>http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender/comment-page-1/#comment-170190</link>
		<dc:creator>Hudson Ansley</dc:creator>
		<pubDate>Wed, 27 May 2009 22:18:24 +0000</pubDate>
		<guid isPermaLink="false">http://blog.joa-ebert.com/?p=300#comment-170190</guid>
		<description>This was a fascinating read, thanks!
I thought this might make a good example of how much faster linked lists are than Arrays, but I did a version that uses an array instead of the list and it was only about 1 fps slower (31 instead of 32 fps on my machine) and I&#039;m not even typing the Array values...
Does that sound odd to you? I know haXe has a fastList which uses a linked list structure because it is supposed to be much faster... kind of puts a crimp in a talk I was going to give on optimization... :-/ 
I&#039;d like to hear any insights you might have about this.</description>
		<content:encoded><![CDATA[<p>This was a fascinating read, thanks!<br />
I thought this might make a good example of how much faster linked lists are than Arrays, but I did a version that uses an array instead of the list and it was only about 1 fps slower (31 instead of 32 fps on my machine) and I&#8217;m not even typing the Array values&#8230;<br />
Does that sound odd to you? I know haXe has a fastList which uses a linked list structure because it is supposed to be much faster&#8230; kind of puts a crimp in a talk I was going to give on optimization&#8230; :-/<br />
I&#8217;d like to hear any insights you might have about this.</p>
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		<title>By: Mark Bradley</title>
		<link>http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender/comment-page-1/#comment-168910</link>
		<dc:creator>Mark Bradley</dc:creator>
		<pubDate>Fri, 08 May 2009 06:57:07 +0000</pubDate>
		<guid isPermaLink="false">http://blog.joa-ebert.com/?p=300#comment-168910</guid>
		<description>Very nice!

Pure AS3 is running faster for me. The Alchemy version crashed FireFox the first time it loaded.</description>
		<content:encoded><![CDATA[<p>Very nice!</p>
<p>Pure AS3 is running faster for me. The Alchemy version crashed FireFox the first time it loaded.</p>
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		<title>By: More play with Alchemy : Lookup table effects. - unitzeroone(beta)</title>
		<link>http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender/comment-page-1/#comment-168844</link>
		<dc:creator>More play with Alchemy : Lookup table effects. - unitzeroone(beta)</dc:creator>
		<pubDate>Thu, 07 May 2009 15:27:12 +0000</pubDate>
		<guid isPermaLink="false">http://blog.joa-ebert.com/?p=300#comment-168844</guid>
		<description>[...] Joa Ebert - Massive amounts of 3D particles without Alchemy and Pixelbender [...]</description>
		<content:encoded><![CDATA[<p>[...] Joa Ebert &#8211; Massive amounts of 3D particles without Alchemy and Pixelbender [...]</p>
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