no not yet, but I agree that if we have reusable tweens that are created at a non-critical time, that the execution could be considerably faster<br><br>IE: instantiate at the beginning, then during execution, either just run the tween again, or change it's properties and run again.<br>
<br><div class="gmail_quote">On Tue, May 6, 2008 at 3:17 PM, Asher Graeme <<a href="mailto:graemea@zaaz.com">graemea@zaaz.com</a>> wrote:<br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
<div style="">John,<div><br></div><div>I have never seen an approach like this, but it is appealing at first glance. It would appear that this might also create a speed gain via direct access/no parsing, compared to traditional implementations we have seen so far. Have you run any test to see if this approach does perform better?</div>
<div><br></div><div>Graeme</div><div><br></div><div><br><div><div><div></div><div class="Wj3C7c"><div>On May 6, 2008, at 12:54 PM, John Grden wrote:</div><br></div></div><blockquote type="cite"><div><div></div><div class="Wj3C7c">
<b>Was this:</b><br>tween_0 = new Tween3D(target, 1, Equations.easeOutCubic);<br>tween_0.x = 0;<br>tween_0.y = 50;<br>tween_0.rotationZ = 0;<br>sequence.addStep(tween_0);<br><br>sequence.lastStep.advance = new OnDurationComplete(.2); // advance early/overlap<br>
tween_0b = new Tween3D(target, 1, Equations.easeOutCubic);<br>tween_0b.z = 200;<br>sequence.addStep(tween_0b, true); // 2nd param groups it with previous step. param is "addToLastStep"<br><br>tween_1 = new Tween3D(target, 1, Equations.easeOutCubic);<br>
tween_1.x = -10;<br>tween_1.y = 85;<br>tween_1.rotationZ = 15;<br>sequence.addStep(tween_1);<br>sequence.lastStep.advance = new OnDurationComplete(.25); // advance early/overlap<br><br>tween_2 = new Tween3D(target, 1, Equations.easeOutBounce);<br>
tween_2.rotationX = 0;<br>tween_2.rotationY = 0;<br>sequence.addStep(tween_2);<br><br><b>Is now this:</b><br><br>tween_0 = new Tween3D(target, [Go3D.x(0), Go3D.y(50), Go3D.rotationZ(0)], 1, Equations.easeOutCubic);<br>sequence.addStep(tween_0);<br>
sequence.lastStep.advance = new OnDurationComplete(.2); // advance early/overlap<br><br>tween_0b = new Tween3D(target, [Go3D.z(200)], 1, Equations.easeOutCubic);<br>sequence.addStep(tween_0b, true); // 2nd param groups it with previous step. param is "addToLastStep"<br>
<br>tween_1 = new Tween3D(target, [Go3D.x(-10), Go3D.y(85), Go3D.rotationZ(15)], 1, Equations.easeOutCubic);<br>sequence.addStep(tween_1);<br>sequence.lastStep.advance = new OnDurationComplete(.25); // advance early/overlap<br>
<br>tween_2 = new Tween3D(target, [Go3D.rotationX(0), Go3D.rotationY(0)], 1, Equations.easeOutBounce);<br>sequence.addStep(tween_2);<br clear="all"><br><br>I'm still thinking about this approach, but thought I would throw it out to you guys to see what you thought. Right now, there's static methods in Go3D that return a Go3Dproperty. Tween3D has an array called propertyChanges and if there is an array in the propertyChanges argument, I just set it straight away - no parsing required. It's all ready to go and is filled with Go3DProperty objects.<br>
<br>Thoughts?<br>-- <br></div></div>[ JPG ] <span><ATT00001.txt></span></blockquote></div><br></div></div><br>_______________________________________________<br>
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<br></blockquote></div><br><br clear="all"><br>-- <br>[ JPG ]