[Golist] * Go Demo Contest - win an iPod Shuffle! *

Cedric M. analogdesign newsl at analogdesign.ch
Thu May 15 07:07:02 PDT 2008


Hello Martin,

> for example im actually using Go to control the flow of data out of the
socket, 
the idea being that because its easy to use different pulse intervals the
actual 
simulation can run at a different rate to the UI updates, so while the UI
might 
update at 30 fps the actual control data can be sent at twice the speed so
the 
audio changes smoothly.
Sounds good ;) I like very much experiments bringing Flash behind the
computer world, bringing it into the physical world.
If possible, I'm looking forward to watching what you'll achieve with this
;)

> its quite common in games for different subsystems to use their own update
rates 
(display, physics, ai, audio) and I think the Go engine really makes that
quite 
simple. :) 
Very interesting comment indeed, I totally agree. I've used such an approach
in various products using Papervision3d.
For example, in my website (AS2) I have a realtime 3d snippet presenting
categories and projects.
I do not rely on enterframe to make the refresh pulse of the 3d. I've used a
special Timer, which change its refreshment rate
depending on what is happening on other parts of the website and which is
also tracking "user system responsiveness".
This allowed me to avoid that my 3d snippet, slowdown the playback of flvs
and other elements.

1: I can speedup the resfresh rate if I need a smooth tweening transition on
my 3D (independant from user moving of  3d in real time ).
2: I can slowdown the refresh rate if I need full power for other
transitions in other part of the website.
3: I can track system responsiveness and avoid slowdowns of the playback of
flvs, meaning that the 3d refresh rate is quicker on a quick computer with
ressource enough, and put at its minimum rate on an old slow computer.

Regarding point 3, the simple approach would have been to have the 3D
playing without this optimisation, then what's happening:
3d slows down because of too much things happening in the same time, but
other part of the website are also slowing down,
for example, here my flvs (which are my main content). I've often seen this
unoptimized way of handling real time 3d.

With my solution, the 3d rendering seems to slow down the same as above, but
in fact it is intentional and managed to give more power to the flv
playback. Then the flv playbacks runs more smoothly.

I'm sure that this approach may benefit from GO pulse, I'll experiment it as
soon as possible ;)
By the way, I haven't checked recently where Papervision3d development has
gone regarding the rendering approach, they certainly have baked something
far more advanced, I'll check if this is possible currently... John do you
have any comment on this point?



Best regards.

Cedric M. (aka maddec)

Interactive Creator
Adobe Flash/Flex/AIR Specialist 
Since 1998
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