Flint Particle System Forum - Starling 2012-05-26T06:05:51+01:00 http://flintparticles.org/forum/ Lussumo Vanilla & Feed Publisher Starling http://flintparticles.org/forum/comments.php?DiscussionID=523&Focus=1735#Comment_1735 2011-09-29T13:01:18+01:00 2012-05-26T06:05:51+01:00 grindheadgames http://flintparticles.org/forum/account.php?u=550 Hi there, Over the last few days I have been looking into the Starling framework. It looks like it may be able to provide some extra power to Flint by leveraging the hardware acceleration made ...
Over the last few days I have been looking into the Starling framework. It looks like it may be able to provide some extra power to Flint by leveraging the hardware acceleration made available to Flash by the Stage3D API. Are you considering implementing it into Flint? It would be interesting to see if it made a big improvement to the performance or not.

Thanks for a great project

Craig Beswetherick]]>
Starling http://flintparticles.org/forum/comments.php?DiscussionID=523&Focus=1736#Comment_1736 2011-09-30T08:12:37+01:00 2012-05-26T06:05:51+01:00 Richard http://flintparticles.org/forum/account.php?u=1 Hi Craig We are planning to integrate Flint with Starling at some point in the not too distant future. It's all a matter of finding the spare time to do it (if anyone on this forum wants to have a ...
We are planning to integrate Flint with Starling at some point in the not too distant future. It's all a matter of finding the spare time to do it (if anyone on this forum wants to have a crack at it I'm happy to provide guidance to get you started). We will be looking at other 2D render engines that use Stage3D too. Don't know yet which we'll support - depends both on popularity and ease of implementation.

Richard]]>
Starling http://flintparticles.org/forum/comments.php?DiscussionID=523&Focus=1758#Comment_1758 2011-10-31T18:13:34+00:00 2011-10-31T18:17:43+00:00 lilive http://flintparticles.org/forum/account.php?u=558 Hi, First, thanks a lot for Flint. It's the first particles library I tried, and it suits me perfectly. I will try to integrate Starling. If I can do something good enough, I will share it of ...
First, thanks a lot for Flint. It's the first particles library I tried, and it suits me perfectly.

I will try to integrate Starling. If I can do something good enough, I will share it of course.
Any tip will be welcome.

And sorry for my english ;)]]>
Starling http://flintparticles.org/forum/comments.php?DiscussionID=523&Focus=1767#Comment_1767 2011-11-03T18:14:00+00:00 2011-11-03T18:26:11+00:00 lilive http://flintparticles.org/forum/account.php?u=558 I have created a StarlingRenderer. It display starling.display.Image particles. The emitter initializers are ShareTextures or SubTextures objects, which take an Array of IBitmapDrawable objects as ... The emitter initializers are ShareTextures or SubTextures objects, which take an Array of IBitmapDrawable objects as constructor parameter.
In fact, with my old computer, the performance improvement isn't really awesome for 2000 small particles. But the framerate remains stable with 2000 quite big particles instead of small ones.




Still sorry for my english...]]>
Starling http://flintparticles.org/forum/comments.php?DiscussionID=523&Focus=1772#Comment_1772 2011-11-05T11:12:23+00:00 2011-11-05T11:12:42+00:00 Richard http://flintparticles.org/forum/account.php?u=1 Hi Sorry I didn't get back to you sooner, but it sounds like you're on the right track, creating renderers and texture initializers for Starling. I have heard there are performance issues in ...
Sorry I didn't get back to you sooner, but it sounds like you're on the right track, creating renderers and texture initializers for Starling. I have heard there are performance issues in Starling which are going to be addressed.

Is your code available to others? Thanks]]>
Starling http://flintparticles.org/forum/comments.php?DiscussionID=523&Focus=1784#Comment_1784 2011-11-09T21:30:56+00:00 2011-11-09T21:31:22+00:00 lilive http://flintparticles.org/forum/account.php?u=558 Hi Richard, thanks for your answer. The source is here http://cepetitsite.net/flash/sources/flint-starling/flint-starling.zip There's not so many classes, just a StarlingRenderer which use a ...
The source is here http://cepetitsite.net/flash/sources/flint-starling/flint-starling.zip
There's not so many classes, just a StarlingRenderer which use a SharedTextures or a SubTextures initializer.
I tried to add English comments...
If you want, tell me please about any mistake or better idea.

I'm currently working on a direct stage3D renderer, without Starling. I hope this will improve performances.]]>
Starling http://flintparticles.org/forum/comments.php?DiscussionID=523&Focus=1786#Comment_1786 2011-11-13T10:05:22+00:00 2012-05-26T06:05:51+01:00 turbidity http://flintparticles.org/forum/account.php?u=179 Thanks so much for this lilive! I've been waiting for someone to to get started porting flintparticles to starling! I'll try this code out and post some feedback soon! Starling http://flintparticles.org/forum/comments.php?DiscussionID=523&Focus=1788#Comment_1788 2011-11-16T12:46:03+00:00 2012-05-26T06:05:51+01:00 turbidity http://flintparticles.org/forum/account.php?u=179 Ok, so I have done some work with http://cepetitsite.net/flash/sources/flint-starling/flint-starling.zip. Everything worked great. You rock! Here are my ...
Everything worked great. You rock!

Here are my notes:

org.flintparticles.starling.StarlingManager: ---

Should the StarlingManager class be moved outside the org.flintparticles package? Is there some reason we absolutely need to use StarlingManager class to add renderers to our starling displayObject list?

I really like your StarlingManager class (I wish it was part of starling by default), but it would be easier for other people to use if we can add a StarlingRenderer to any Starling displayObject without using the StarlingManager class to instantiate our starling object.


Performance is great under 350 particles on my computer, and this is adequate for my needs.

You can check out my primitive 2d Starling+Glaze physics engine at :

http://jaketastic.com/starling/

(starling.swf)
WASD=move SPACEBAR=shoot (Shoot to see particle effects in starling!)

Overall this is an awesome start to porting Flint Particles to starling! You are the best!

If you'd like me to anything to help support this port please let me know!!]]>
Starling http://flintparticles.org/forum/comments.php?DiscussionID=523&Focus=1789#Comment_1789 2011-11-18T08:04:42+00:00 2012-05-26T06:05:51+01:00 Richard http://flintparticles.org/forum/account.php?u=1 Hi lilive Haven't had time to look at your code yet, but I will. Thank you for posting it. For stage3d without Starling, take a look at Michael Ivanov's project at ...
Haven't had time to look at your code yet, but I will. Thank you for posting it. For stage3d without Starling, take a look at Michael Ivanov's project at https://github.com/sasmaster/FLINTMolehill.]]>
Starling http://flintparticles.org/forum/comments.php?DiscussionID=523&Focus=1795#Comment_1795 2011-12-02T23:10:45+00:00 2011-12-02T23:14:01+00:00 lilive http://flintparticles.org/forum/account.php?u=558 Hi, Thank you for the feedback turpidity. I agree with you. After your answer, I started to change the code following your suggestions, but I had not enough time. In fact, I had tried to add ...
Thank you for the feedback turpidity. I agree with you. After your answer, I started to change the code following your suggestions, but I had not enough time.
In fact, I had tried to add starling because I want Stage3D accelerated particles. I didn't know anything about Stage3D, so I tried with Starling. But now, I know that it isn't very hard to create stage3D "sprites". Add Starling to flint particles make sense for a starling application (like yours) which already use Starling. This isn't my case. But I will try to finish my last modifications and share it here.

Thank you for the link Richard, I missed it. I will compare his code with mine. I have worked to render a lot of quads with Stage3D, but I haven't integrate it to flint yet.
Out of curiosity, you can see what I did here:
load Main_mode0.swf
load Main.swf]]>
Starling http://flintparticles.org/forum/comments.php?DiscussionID=523&Focus=1797#Comment_1797 2011-12-06T13:20:45+00:00 2011-12-06T13:22:15+00:00 lilive http://flintparticles.org/forum/account.php?u=558 New version: http://cepetitsite.net/flash/sources/flint-starling/flint-starling2.zip Turpidity, now you can either use the StarlingManager class to initialize Starling, or initialize it by your ...
Turpidity, now you can either use the StarlingManager class to initialize Starling, or initialize it by your own. See the examples Main1.as and Main2.as
After testing, I see no performance differences using SharedTextures or SubTextures initializers.]]>
Starling http://flintparticles.org/forum/comments.php?DiscussionID=523&Focus=1839#Comment_1839 2011-12-22T09:56:20+00:00 2012-05-26T06:05:51+01:00 turbidity http://flintparticles.org/forum/account.php?u=179 Lilive, >> New version: http://cepetitsite.net/flash/sources/flint-starling/flint-starling2.zip This is probably fantastic. I will look over it later and post my notes here. Thanks again ...
>> New version: http://cepetitsite.net/flash/sources/flint-starling/flint-starling2.zip

This is probably fantastic. I will look over it later and post my notes here. Thanks again for your excellent work.]]>
Starling http://flintparticles.org/forum/comments.php?DiscussionID=523&Focus=1883#Comment_1883 2012-02-09T20:11:17+00:00 2012-02-09T20:12:51+00:00 mrpinc http://flintparticles.org/forum/account.php?u=497 I made a slight change to the above posted example (StarlingRenderer.as) I allowed the option to use a RenderTexture instead of just adding the particles as Starling Display objects. I thought this ...
Here are the changes - just to 3 functions

public function StarlingRenderer(useStarlingManager:Boolean = false, useRenderTexture:Boolean = true, w:int = 1024, h:int = 768)
{
_useRenderTexture = useRenderTexture;

if (_useRenderTexture)
{
_renderTexture = new RenderTexture(w, h, false);
addChild( new Image(_renderTexture) );
}

....rest of constructor
}

protected function addParticle( particle:Particle ):void
{
_particles.push( particle );
var p:Particle2D = particle as Particle2D;
var img:Image = p.image as Image;

img.color = p.color;
img.x = p.x;
img.y = p.y;
img.scaleX = img.scaleY = p.scale;
img.rotation = p.rotation;

if(!_useRenderTexture)addChildAt( img, 0 );
}


protected function renderParticles( particles:Array ):void
{
var particle:Particle2D;
var img:Image;
var len:int = particles.length;

if (_useRenderTexture == false)
{
for( var i:int = 0; i < len; ++i )
{
particle = Particle2D( particles[i] );
img = particle.image;
img.color = particle.color & 0xFFFFFF;
img.alpha = (particle.color >>> 24) / 255;
img.x = particle.x;
img.y = particle.y;
img.scaleX = img.scaleY = particle.scale;
img.rotation = particle.rotation;
}
return;
}

_renderTexture.drawBundled(function():void
{
for (var j:int=0; j>> 24) / 255;
img.x = particle.x;
img.y = particle.y;
img.scaleX = img.scaleY = particle.scale;
img.rotation = particle.rotation;
_renderTexture.draw(img);
}
});
}]]>
Starling http://flintparticles.org/forum/comments.php?DiscussionID=523&Focus=1890#Comment_1890 2012-02-22T12:22:12+00:00 2012-05-26T06:05:51+01:00 lilive http://flintparticles.org/forum/account.php?u=558 Hi mrpinc, I don't know if this can improve performances, or if you made something wrong. I don't use Starling anymore, because I wrote my own Stage3D renderer, which draw all the particles in ...
I don't know if this can improve performances, or if you made something wrong.

I don't use Starling anymore, because I wrote my own Stage3D renderer, which draw all the particles in a single Context3D.drawTriangles() call. I will share it someday, I just need some time.]]>
Starling http://flintparticles.org/forum/comments.php?DiscussionID=523&Focus=1891#Comment_1891 2012-02-29T03:45:48+00:00 2012-05-26T06:05:51+01:00 OM_A_HUM http://flintparticles.org/forum/account.php?u=598 http://cepetitsite.net/flash/sources/flint-starling/flint-starling2.zip i can not go to this could you reupload to another location? thanks i can not go to this
could you reupload to another location?
thanks]]>
Starling http://flintparticles.org/forum/comments.php?DiscussionID=523&Focus=1893#Comment_1893 2012-03-08T21:49:50+00:00 2012-05-26T06:05:51+01:00 lilive http://flintparticles.org/forum/account.php?u=558 Oups, sorry, my mistake. File is available again: http://cepetitsite.net/flash/sources/flint-starling/flint-starling2.zip File is available again: http://cepetitsite.net/flash/sources/flint-starling/flint-starling2.zip]]> Starling http://flintparticles.org/forum/comments.php?DiscussionID=523&Focus=1919#Comment_1919 2012-04-24T09:43:06+01:00 2012-05-26T06:05:51+01:00 turbidity http://flintparticles.org/forum/account.php?u=179 Daniel (the Starling developer) has added functionality to the QuadBatch! from: forum.starling-framework.org/topic/direct-blit-for-gpu :-- "In Starling 1.1, there's the class ...
from: forum.starling-framework.org/topic/direct-blit-for-gpu :--

"In Starling 1.1, there's the class "QuadBatch", which allows you to add quads to a GPU VertexBuffer quickly. The class was already in Starling 1.0, but I recently changed it to be easier to use: it's now a display object... rendering this object is super efficient. It's just one single draw operation, no matter how big the object."

Does this have the potential to clear the way for a more efficient implementation of Flint Particles with Starling?]]>