Last 30 days
Earlier this year
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r145
(An RTree structure is added. RTrees are used to index spatia...) committed by ad...@ffilmation.org
- An RTree structure is added. RTrees are used to index spatial information and perform spatial
searches such as elements close to Point X. This provides a bit of optimization in very large scenes
with hundreds of elements. The Rtree API is exposed in the documentation so you can use it in your
own code if you want to.
Yet another zSort algorythm is implemented. This one if faster by several orders of magnitude and
also more reliable in complex scenes.
An RTree structure is added. RTrees are used to index spatial information and perform spatial
searches such as elements close to Point X. This provides a bit of optimization in very large scenes
with hundreds of elements. The Rtree API is exposed in the documentation so you can use it in your
own code if you want to.
Yet another zSort algorythm is implemented. This one if faster by several orders of magnitude and
also more reliable in complex scenes.
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r143
(This revision is still very unstable.) committed by ad...@ffilmation.org
- This revision is still very unstable.
This revision is still very unstable.
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r142
(Please don't apply this revision yet !!!) committed by ad...@ffilmation.org
- Please don't apply this revision yet !!!
Please don't apply this revision yet !!!
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r141
(Fixed exception when moving a character before setteing a ca...) committed by ad...@ffilmation.org
- Fixed exception when moving a character before setteing a camera
Fixed some bugs when changing materials on the fly or within the editor ( still some left )
Fixed exception when moving a character before setteing a camera
Fixed some bugs when changing materials on the fly or within the editor ( still some left )
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r139
(Coordinates of the events in XMLs are now consistent with th...) committed by ad...@ffilmation.org
- Coordinates of the events in XMLs are now consistent with those of the rest of the elements. Sorry
about the inconvenience.
Coordinates of the events in XMLs are now consistent with those of the rest of the elements. Sorry
about the inconvenience.
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r138
(Changed getObjectsUnderPoint() ( the bloody thing doesn't wo...) committed by ad...@ffilmation.org
- Changed getObjectsUnderPoint() ( the bloody thing doesn't work properly ! ) to hitTestPoint()
Changed getObjectsUnderPoint() ( the bloody thing doesn't work properly ! ) to hitTestPoint()
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r136
(Added the fEmptySprite element type. This is an empty contai...) committed by ad...@ffilmation.org
- Added the fEmptySprite element type. This is an empty container that you can use to add user-
controlled graphic elements to the scene. Sprites can be moved and are depthsorted, but don't
collide, are not affected by lights, etc. The fEmptySprite class is useful to handle captions,
rollovers and other interface elements that need to be placed in the proper depth and position, but
are not part of the environment itself.
Added the fEmptySprite element type. This is an empty container that you can use to add user-
controlled graphic elements to the scene. Sprites can be moved and are depthsorted, but don't
collide, are not affected by lights, etc. The fEmptySprite class is useful to handle captions,
rollovers and other interface elements that need to be placed in the proper depth and position, but
are not part of the environment itself.
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r135
(Added fRenderableElement.ASSETS_CREATED event to know when t...) committed by ad...@ffilmation.org
- Added fRenderableElement.ASSETS_CREATED event to know when the flashClip property is available.
Added fRenderableElement.ASSETS_CREATED event to know when the flashClip property is available.
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r134
(Rendering big scenes no longer freezes. Things are rendered ...) committed by ad...@ffilmation.org
- Rendering big scenes no longer freezes. Things are rendered as they enter the viewable area,
therefore rendering cost is proportional to window size, not scene size.
Rendering big scenes no longer freezes. Things are rendered as they enter the viewable area,
therefore rendering cost is proportional to window size, not scene size.
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r130
(Fixed memory issues. But remember: Hidden scenes still consu...) committed by ad...@ffilmation.org
- Fixed memory issues. But remember: Hidden scenes still consume memory. If you want to free all
resources allocated by scenes that will no longer be used, use the fEngine.destroy() method
Fixed memory issues. But remember: Hidden scenes still consume memory. If you want to free all
resources allocated by scenes that will no longer be used, use the fEngine.destroy() method
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r129
(Tested with Flash CS4.
Several fixes) committed by ad...@ffilmation.org
- Tested with Flash CS4.
Several fixes
Tested with Flash CS4.
Several fixes
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r128
(Added an "invisible" material that can be used to have invis...) committed by ad...@ffilmation.org
- Added an "invisible" material that can be used to have invisible planes that are still solid in
terms of collision and bullet impacts. Simply use src="invisible" in you plane definition.
Added an "invisible" material that can be used to have invisible planes that are still solid in
terms of collision and bullet impacts. Simply use src="invisible" in you plane definition.
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r126
(Bumpmap performance has been dramatically improved. Still no...) committed by ad...@ffilmation.org
- Bumpmap performance has been dramatically improved. Still not for the average machine, but getting
there.
Bumpmap performance has been dramatically improved. Still not for the average machine, but getting
there.
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r123
(FFilmation 1.3.3 Release candidate
Scenes use less memory.
I...) committed by ad...@ffilmation.org
- FFilmation 1.3.3 Release candidate
Scenes use less memory.
I have tried to optimize the render process as much as possible, reducing the amount of layers,
blendmodes and transformation matrixes. Given the amount of hours invested the result is quite
dissappointing: In my tests I see an improvement of nothing to 10%, but I'm unsure about the real
impact in other people's applications.
The container property for fRenderableElements is no longer a generic MovieClip. Instead, a new
fElementContainer class is used. Properties are the same.
Lots of collision tweaks. I hope it works better for everybody now.
You don't collide against hidden elements.
Optimized the Fence material ( does anyone but me use it ? )
You can soften shadows using the fEngine.softShadows property
More robust projection and lighting system, also a first step towards having irregular wall shapes.
FFilmation 1.3.3 Release candidate
Scenes use less memory.
I have tried to optimize the render process as much as possible, reducing the amount of layers,
blendmodes and transformation matrixes. Given the amount of hours invested the result is quite
dissappointing: In my tests I see an improvement of nothing to 10%, but I'm unsure about the real
impact in other people's applications.
The container property for fRenderableElements is no longer a generic MovieClip. Instead, a new
fElementContainer class is used. Properties are the same.
Lots of collision tweaks. I hope it works better for everybody now.
You don't collide against hidden elements.
Optimized the Fence material ( does anyone but me use it ? )
You can soften shadows using the fEngine.softShadows property
More robust projection and lighting system, also a first step towards having irregular wall shapes.
Older
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r121
(I have modified the engine so when a character collides with...) committed by ad...@ffilmation.org
- I have modified the engine so when a character collides with a corner, it bounces slightly in the
opposite direction. Therefore, even if your AI is dumb enought to keep smashing the wall, after a
few collisions it bounces to free space and manages to negotiate the corner.
I have modified the engine so when a character collides with a corner, it bounces slightly in the
opposite direction. Therefore, even if your AI is dumb enought to keep smashing the wall, after a
few collisions it bounces to free space and manages to negotiate the corner.
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r116
(Proper collision detection, uses real collision shape) committed by ad...@ffilmation.org
- Proper collision detection, uses real collision shape
Proper collision detection, uses real collision shape
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r111
(A number of AS3 optimizations have been applied ( loops opti...) committed by ad...@ffilmation.org
- A number of AS3 optimizations have been applied ( loops optimization, Number vs int, Array accés,
etcc ). Basically I've been reading everything out there about AS optimization and applied what
could be applied.
A number of AS3 optimizations have been applied ( loops optimization, Number vs int, Array accés,
etcc ). Basically I've been reading everything out there about AS optimization and applied what
could be applied.
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r108
(Bullet ricochets now use the objectPool
Fixed several issues...) committed by ad...@ffilmation.org
- Bullet ricochets now use the objectPool
Fixed several issues in the CLIP material
Bullet ricochets now use the objectPool
Fixed several issues in the CLIP material
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r107
(Switching between shadow models and qualities at runtime doe...) committed by ad...@ffilmation.org
- Switching between shadow models and qualities at runtime does not throw any exceptions. Also, no
"zombie" shadows are left, everything switches nicely.
The GOOD shadow quality has been greatly improved in both quality and performance. It is almost as
nice as the BEST quality setting and has very little impact in performance, making it the best
choice for most applications.
Switching between shadow models and qualities at runtime does not throw any exceptions. Also, no
"zombie" shadows are left, everything switches nicely.
The GOOD shadow quality has been greatly improved in both quality and performance. It is almost as
nice as the BEST quality setting and has very little impact in performance, making it the best
choice for most applications.
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r106
(An object pool has been implemented to remove the overhead o...) committed by ad...@ffilmation.org
- An object pool has been implemented to remove the overhead of continually creating and removing
library items and DisplayObjects ( which takes quite a lot of time ). This results in increased
performance.
An object pool has been implemented to remove the overhead of continually creating and removing
library items and DisplayObjects ( which takes quite a lot of time ). This results in increased
performance.
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r105
(According to my tests with this update finally there are no ...) committed by ad...@ffilmation.org
- According to my tests with this update finally there are no memory leaks.
According to my tests with this update finally there are no memory leaks.
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