Nothing exiting but made this a while back and though I would share, a simplistic demo but good at showcasing what flash is capable of.
On a decent machine I think it would run at 60 fps.
Mine starts to slow around the 75,000 mark.
So the demo will display up to 100,000 animated sprites on screen depending how brave you are.
It is mouse controlled, the further RIGHT you move it the more it will draw, the further DOWN you move it the bigger the sprites will be rendered.
This allows you to try out a bit of variety.
DEMO HERE (flash player 15 needed for this one)
I added the number of sprites drawn to the stats panel (sadly the stats cost a bit of performance and leaks memory too, but no everyone will be running scout so in it goes).
So see how it runs on your machine and let me know 🙂
Do remember that this is not a final product or a complete lib or anything like that, it is just a showcase of what you can achieve with flash, and quite easily at that. (The whole demo could be condensed into 300-400 lines of easy to follow code including all the Stage3D bits).
Sorry if any machines explode while trying to run it!
Also will try to start posting in here more frequently again soon.
(edit: video added, quality isn’t great but hey ho – best in “hd”)
4 replies on “Another quick demo of b2dLite, 100,000 animated sprites anyone?”
Fps start to drop after 10K sprites. On 100K fps is 30. I have quite powerful PC. Tested in firefox, fp15 release and in chrome fp15 release.
Did the size of the sprites make a difference… the larger they are the more pixels to be filled and the more overdraw there will be.
If I make the sprites large so there are all on top of each other things start to slow down much more rapidly, in most use cases though you shouldn’t have too much overlapping.
For me it doesn’t make any difference. As I said – I have hiend PC so all this stuff handled by GPU easily. The problem is with CPU. I don’t have Scout installed so I can’t say for sure.
so much sprite ! wow !