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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, Scala, Java, C#, C++, Algorithms &#38; Imageprocessing</description>
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		<title>By: Alchemy 와 속도 &#124; Blog</title>
		<link>http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender/comment-page-2/#comment-276208</link>
		<dc:creator>Alchemy 와 속도 &#124; Blog</dc:creator>
		<pubDate>Sat, 19 Nov 2011 19:19:32 +0000</pubDate>
		<guid isPermaLink="false">http://blog.joa-ebert.com/?p=300#comment-276208</guid>
		<description>[...] of 3D particles with Alchemy 란 블로그로 Alchemy의 속도에 논란을 불지폈지만,Massive amounts of 3D particles without Alchemy and PixelBender 란 블로그를 보면 Vector를 사용하고 코드를 최적화 하면Actionscript 만으로도 [...]</description>
		<content:encoded><![CDATA[<p>[...] of 3D particles with Alchemy 란 블로그로 Alchemy의 속도에 논란을 불지폈지만,Massive amounts of 3D particles without Alchemy and PixelBender 란 블로그를 보면 Vector를 사용하고 코드를 최적화 하면Actionscript 만으로도 [...]</p>
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	</item>
	<item>
		<title>By: 픽셀벤더(Pixel Bender)에 대한 나름 간단 정리 &#124; Freedom Developers</title>
		<link>http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender/comment-page-2/#comment-267988</link>
		<dc:creator>픽셀벤더(Pixel Bender)에 대한 나름 간단 정리 &#124; Freedom Developers</dc:creator>
		<pubDate>Fri, 30 Sep 2011 11:17:05 +0000</pubDate>
		<guid isPermaLink="false">http://blog.joa-ebert.com/?p=300#comment-267988</guid>
		<description>[...]  [...]</description>
		<content:encoded><![CDATA[<p>[...]  [...]</p>
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	<item>
		<title>By: Massive 3D Particle System in Flash Molehill &#171; jpauclair</title>
		<link>http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender/comment-page-2/#comment-257706</link>
		<dc:creator>Massive 3D Particle System in Flash Molehill &#171; jpauclair</dc:creator>
		<pubDate>Tue, 19 Jul 2011 11:22:59 +0000</pubDate>
		<guid isPermaLink="false">http://blog.joa-ebert.com/?p=300#comment-257706</guid>
		<description>[...] PixelBender+Alchemy option (by Ralph Hauwert) http://www.unitzeroone.com/blog/2009/03/18/flash-10-massive-amounts-of-3d-particles-with-alchemy-source-included/ Pure AS3 option (by Joa Ebert) http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender... [...]</description>
		<content:encoded><![CDATA[<p>[...] PixelBender+Alchemy option (by Ralph Hauwert) <a href="http://www.unitzeroone.com/blog/2009/03/18/flash-10-massive-amounts-of-3d-particles-with-alchemy-source-included/" rel="nofollow">http://www.unitzeroone.com/blog/2009/03/18/flash-10-massive-amounts-of-3d-particles-with-alchemy-source-included/</a> Pure AS3 option (by Joa Ebert) <a href="http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender.." rel="nofollow">http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender..</a>. [...]</p>
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		<title>By: Performance verbessern - Flashforum</title>
		<link>http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender/comment-page-2/#comment-254311</link>
		<dc:creator>Performance verbessern - Flashforum</dc:creator>
		<pubDate>Tue, 28 Jun 2011 15:34:42 +0000</pubDate>
		<guid isPermaLink="false">http://blog.joa-ebert.com/?p=300#comment-254311</guid>
		<description>[...]  [...]</description>
		<content:encoded><![CDATA[<p>[...]  [...]</p>
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		<title>By: 45 star american flag - Star american - American stars</title>
		<link>http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender/comment-page-2/#comment-200961</link>
		<dc:creator>45 star american flag - Star american - American stars</dc:creator>
		<pubDate>Mon, 13 Sep 2010 13:38:27 +0000</pubDate>
		<guid isPermaLink="false">http://blog.joa-ebert.com/?p=300#comment-200961</guid>
		<description>[...] Massive amounts of 3D particles without Alchemy and PixelBender at 3 Apr 2009. Ralph&#039;s calculations are done in 32bit while I am using 64bit precision.. on my machine core 2 duo 1.7Ghz(Win XP, Firefox 3) your version runs at.. Pingback on Apr 6th, 2009 at 11:11 am. 2 More play with Alchemy.blog.joa-ebert.com/.../massive-amounts-of-3d-particles-without-alchemy-and -pixelbender/ - Massive amounts of 3D particles without Alchemy and PixelBender at [...]</description>
		<content:encoded><![CDATA[<p>[...] Massive amounts of 3D particles without Alchemy and PixelBender at 3 Apr 2009. Ralph&#039;s calculations are done in 32bit while I am using 64bit precision.. on my machine core 2 duo 1.7Ghz(Win XP, Firefox 3) your version runs at.. Pingback on Apr 6th, 2009 at 11:11 am. 2 More play with Alchemy.blog.joa-ebert.com/&#8230;/massive-amounts-of-3d-particles-without-alchemy-and -pixelbender/ &#8211; Massive amounts of 3D particles without Alchemy and PixelBender at [...]</p>
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		<title>By: Seeing eye god - Mote god - Eye of god</title>
		<link>http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender/comment-page-1/#comment-200316</link>
		<dc:creator>Seeing eye god - Mote god - Eye of god</dc:creator>
		<pubDate>Tue, 07 Sep 2010 22:16:08 +0000</pubDate>
		<guid isPermaLink="false">http://blog.joa-ebert.com/?p=300#comment-200316</guid>
		<description>[...] Massive amounts of 3D particles without Alchemy and PixelBender at 3 Apr 2009. Ralph&#039;s calculations are done in 32bit while I am using 64bit precision.. on my machine core 2 duo 1.7Ghz(Win XP, Firefox 3) your version runs at.. Pingback on Apr 6th, 2009 at 11:11 am. 2 More play with Alchemy.blog.joa-ebert.com/.../massive-amounts-of-3d-particles-without-alchemy-and -pixelbender/ - Massive amounts of 3D particles without Alchemy and PixelBender at [...]</description>
		<content:encoded><![CDATA[<p>[...] Massive amounts of 3D particles without Alchemy and PixelBender at 3 Apr 2009. Ralph&#039;s calculations are done in 32bit while I am using 64bit precision.. on my machine core 2 duo 1.7Ghz(Win XP, Firefox 3) your version runs at.. Pingback on Apr 6th, 2009 at 11:11 am. 2 More play with Alchemy.blog.joa-ebert.com/&#8230;/massive-amounts-of-3d-particles-without-alchemy-and -pixelbender/ &#8211; Massive amounts of 3D particles without Alchemy and PixelBender at [...]</p>
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	<item>
		<title>By: More alchemy stuff &#38; a surprise AS3 implementation &#171; sudpaw</title>
		<link>http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender/comment-page-1/#comment-190435</link>
		<dc:creator>More alchemy stuff &#38; a surprise AS3 implementation &#171; sudpaw</dc:creator>
		<pubDate>Wed, 21 Apr 2010 14:14:26 +0000</pubDate>
		<guid isPermaLink="false">http://blog.joa-ebert.com/?p=300#comment-190435</guid>
		<description>[...] is also a link to Joa Eberts blog where he show an implementation of the strange attractor also in As3 but highly optimized... - it [...]</description>
		<content:encoded><![CDATA[<p>[...] is also a link to Joa Eberts blog where he show an implementation of the strange attractor also in As3 but highly optimized&#8230; &#8211; it [...]</p>
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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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