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	<title>Comments on: Flash AS3 Speed Tests: Rendering and Update Models</title>
	<atom:link href="http://www.8bitrocket.com/2007/12/23/flash-as3-speed-tests-rendering-and-update-models/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.8bitrocket.com/2007/12/23/flash-as3-speed-tests-rendering-and-update-models/</link>
	<description>Flash - HTML5 Canvas - Games - Indie - Retro - Mobile</description>
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		<title>By: Roger Crist</title>
		<link>http://www.8bitrocket.com/2007/12/23/flash-as3-speed-tests-rendering-and-update-models/#comment-4624</link>
		<dc:creator>Roger Crist</dc:creator>
		<pubDate>Thu, 15 Dec 2011 20:56:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.8bitrocket.com/2007/12/23/flash-as3-speed-tests-rendering-and-update-models/#comment-4624</guid>
		<description>Jeff.

I LOVE what you&#039;ve done here.  It really spells it all out for game developers.  BTW, I recently completed my first blit game, Potty Copter, for AddictingGames.com . . . which is largely based on the articles here at 8bit Rocket . . . .and I was able to achieve a very smooth framerate on a side-scrolling game where every pixel changes with each redraw.  I also used Box2D.  You can check it out on facebook:

http://apps.facebook.com/addictinggames/?ref=ts

FWIW, Box2D has its own linked-list system for storing game objects . . . you can store your bitmap data in the box2D objects and it&#039;s very fast.  This is particularly useful for a side-scroller like Potty Copter that is constantly adding &amp; removing game objects.

Thanks in a big way to 8 Bit Rocket.

-Roger Crist</description>
		<content:encoded><![CDATA[<p>Jeff.</p>
<p>I LOVE what you&#8217;ve done here.  It really spells it all out for game developers.  BTW, I recently completed my first blit game, Potty Copter, for AddictingGames.com . . . which is largely based on the articles here at 8bit Rocket . . . .and I was able to achieve a very smooth framerate on a side-scrolling game where every pixel changes with each redraw.  I also used Box2D.  You can check it out on facebook:</p>
<p><a href="http://apps.facebook.com/addictinggames/?ref=ts" rel="nofollow">http://apps.facebook.com/addictinggames/?ref=ts</a></p>
<p>FWIW, Box2D has its own linked-list system for storing game objects . . . you can store your bitmap data in the box2D objects and it&#8217;s very fast.  This is particularly useful for a side-scroller like Potty Copter that is constantly adding &amp; removing game objects.</p>
<p>Thanks in a big way to 8 Bit Rocket.</p>
<p>-Roger Crist</p>
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		<title>By: Anonymous</title>
		<link>http://www.8bitrocket.com/2007/12/23/flash-as3-speed-tests-rendering-and-update-models/#comment-3929</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Fri, 29 Jul 2011 12:55:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.8bitrocket.com/2007/12/23/flash-as3-speed-tests-rendering-and-update-models/#comment-3929</guid>
		<description>Thanks so much for sharing this: I&#039;ve long been looking for a suitable platform to write game engines, this is hard coming from the eighties height of 2D because back then, the metric was how much you could do given the interval between vertical-blanking intervals so everything was synced and smooth. I&#039;m still angry those days are over really, since a juddering refresh has a massive impact on the feel of the game. Ho hum. Anyway, it&#039;s also interesting to see what you can with AS3. Still doesn&#039;t sound like it was designed for sprite games otherwise it would provide the answer to questions like this one. Still, it&#039;s always sad to look at the Hit you have to take for going through x-amount of abstraction layers only to end up with an API layer that&#039;s at least as difficult to use as the hardware layer it was supposed to be shielding you from; as a low-level designer I HATE THIS! My conclusion is that as pleasing as AS3 is on the grey matter, the internet platform for development is still generations behind C++.</description>
		<content:encoded><![CDATA[<p>Thanks so much for sharing this: I&#8217;ve long been looking for a suitable platform to write game engines, this is hard coming from the eighties height of 2D because back then, the metric was how much you could do given the interval between vertical-blanking intervals so everything was synced and smooth. I&#8217;m still angry those days are over really, since a juddering refresh has a massive impact on the feel of the game. Ho hum. Anyway, it&#8217;s also interesting to see what you can with AS3. Still doesn&#8217;t sound like it was designed for sprite games otherwise it would provide the answer to questions like this one. Still, it&#8217;s always sad to look at the Hit you have to take for going through x-amount of abstraction layers only to end up with an API layer that&#8217;s at least as difficult to use as the hardware layer it was supposed to be shielding you from; as a low-level designer I HATE THIS! My conclusion is that as pleasing as AS3 is on the grey matter, the internet platform for development is still generations behind C++.</p>
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