Thousands of Graphics = Bad Performance

Scott Rossi scott at
Mon Feb 7 14:24:00 CST 2005

>> I just tried a simple test of creating 2000 random rect graphics on a 600 x
>> 500 card, and was able to create and group the graphics in less than 2
>> seconds (a 466 mHz machine).  After increasing the graphic count to 5000,
>> the total time was about 6-1/2 seconds.  So Rev can actually be very fast
>> depending on what you are doing.
>> Because Rev often provides multiple ways of doing a single task, achieving
>> desired results is often a matter of testing several methods.

> Interestingly enough, I recently worked with a C programmer in SF on
> creating a kids 3D application with the 3D engine done completely in RunRev.
> The programmer had already tried to do it in RealBasic and it couldn't
> be done. He doubted RR could do it, but once I showed him the
> multi-polyon draw with set points trick, it worked great! One of the
> cool parts of the trick, is that by inserting a blank line in the points
> of a polygon, you can actually create as many polys as you want. This
> worked out very well for the app. In fact, we were able to create this
> game, with sounds and multiple scaling images, in less than a weeks time.
> It's pretty cool to see RR rendering 3D in realtime using native
> transcript. I'll post the app here when a demo version is available.

That sounds great -- would love to see it.  (Were you referring to Tutti3D
as an example?)

The drawback of course to the above method is that you are working with a
single graphic and cannot address/access portions of the graphic separately.
In Mr. Gutzmann's case, he may have wanted to be able to access all 2000
objects separately, I'm not sure, but again, the bottom line is to note that
Rev often provides multiple methods of accomplishing the same task.  The
tough part can be knowing which one is the best to use in a given situation.


Scott Rossi
Creative Director
Tactile Media, Multimedia & Design
E: scott at

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