Deleted post :( ( Mon 19 Jan 2009 )

My last post was deleted in a server migration. It was about me doing some optimizations to the render engine ( with not as much success as I expected ) and walking characters requiring more to work properly that the simple collision detection and pathfinding that this engine provides.

4 Responses to “Deleted post :(”

  1. I was wondering where that post went!

    Keepin an eye out for any new revisions on google code ;-)

  2. I was noticing the long break between posts as well (possibly just because I check for them so often :) )

    Looking forward to the next release.

  3. Hey found your last post on my Google reader!
    ——————–

    Hi everybody,

    here’s some progress report.

    Rendering

    I’ve been trying to optimize the whole rendering process. Some of the “thinking” behind it is quite old, from the days of AS1, so I thought It was well worth the effort of revisiting it.

    I have managed to reduce the amount of layers and blendmodes needed to achieve the lighting. Also, there are less transform matrixes involved.

    However, the performance increase ( at least in my preliminary tests ) is not as big as I expected. After all these years there are some things about the flash render engine that still elude me. But it will go faster, around 15% , so It is an improvement after all.

    About walking

    I have fixed several collision and pathfinding related bugs. I receive lots of questions about pathfinding and collisions, mostly about “making a character walk properly from point A to point B”. Making a character walk around is a complex thing ( even in GTA IV characters get stuck all the time ). The engine provides a way of calculating a path between two coordinates and collision events, but there’s a lot of extra work needed to get a decent walk.

    My poncho demo provides a quick and dirty effort in this matter, but with different cell size, character size and speed it will need to be adjusted. I provide it as an example of how to approach the issue, but I don’t consider the walk algorythm a part of the FFilmation engine. I’d like to point that the engine will never provide a walkTo() method because it can’t be effectively solved in a generic way.

    This is something that belongs to every application, not to a graphic engine.

    Release

    I expect to release and update by the end of the month.

    Bye !

  4. Thnks man !

Leave a Reply