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	<title>Comments on: Tutorial : Creating an Optimized AS3 Game Timer Loop</title>
	<atom:link href="http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/</link>
	<description>Flash - HTML5 Canvas - Games - Indie - Retro - Mobile</description>
	<lastBuildDate>Sat, 11 Feb 2012 04:38:00 +0000</lastBuildDate>
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		<title>By: mendocino luxury hotels</title>
		<link>http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-4630</link>
		<dc:creator>mendocino luxury hotels</dc:creator>
		<pubDate>Fri, 16 Dec 2011 16:31:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-4630</guid>
		<description>Keep up the brilliant inspirational concepts! It&#039;s good to find that incredible post. Too much important aspects of PHP relevant input!  </description>
		<content:encoded><![CDATA[<p>Keep up the brilliant inspirational concepts! It&#8217;s good to find that incredible post. Too much important aspects of PHP relevant input! </p>
]]></content:encoded>
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	<item>
		<title>By: Rajiv Thamburaj</title>
		<link>http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-3785</link>
		<dc:creator>Rajiv Thamburaj</dc:creator>
		<pubDate>Sun, 26 Jun 2011 14:13:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-3785</guid>
		<description>This has honestly reinvigorated my interest in AS3 programming; a great and flexible implementation that I&#039;ll use in all of my future projects. Thanks!</description>
		<content:encoded><![CDATA[<p>This has honestly reinvigorated my interest in AS3 programming; a great and flexible implementation that I&#8217;ll use in all of my future projects. Thanks!</p>
]]></content:encoded>
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	<item>
		<title>By: web design bangalore</title>
		<link>http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-3649</link>
		<dc:creator>web design bangalore</dc:creator>
		<pubDate>Fri, 27 May 2011 10:38:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-3649</guid>
		<description>very good tutorial , thanks for sharing.</description>
		<content:encoded><![CDATA[<p>very good tutorial , thanks for sharing.</p>
]]></content:encoded>
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	<item>
		<title>By: Anonymous</title>
		<link>http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-3645</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Thu, 26 May 2011 23:16:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-3645</guid>
		<description>Does the lower really jump around? On my Computer it&#039;s definitly not 
jumping more than the above and the Framerate of the lower is higher.
The Movement on the lower is much smoother, as far as I can see.

</description>
		<content:encoded><![CDATA[<p>Does the lower really jump around? On my Computer it&#8217;s definitly not<br />
jumping more than the above and the Framerate of the lower is higher.<br />
The Movement on the lower is much smoother, as far as I can see.</p>
]]></content:encoded>
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	<item>
		<title>By: Kevin S</title>
		<link>http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-3638</link>
		<dc:creator>Kevin S</dc:creator>
		<pubDate>Thu, 26 May 2011 01:20:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-3638</guid>
		<description>I think the point of this was optimized and stable frame rate. The lower of the two jumps around allot, while the top one is stable throughout the game.</description>
		<content:encoded><![CDATA[<p>I think the point of this was optimized and stable frame rate. The lower of the two jumps around allot, while the top one is stable throughout the game.</p>
]]></content:encoded>
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		<title>By: web hosting service</title>
		<link>http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-3502</link>
		<dc:creator>web hosting service</dc:creator>
		<pubDate>Mon, 02 May 2011 04:49:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-3502</guid>
		<description>Excellent post and now i am going to try this tutorial and i am very interested to see results.</description>
		<content:encoded><![CDATA[<p>Excellent post and now i am going to try this tutorial and i am very interested to see results.</p>
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		<title>By: Anonymous</title>
		<link>http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-3499</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Sun, 01 May 2011 09:43:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-3499</guid>
		<description>I don&#039;t know what happened since this article was posted but is it just me or is the lower of the two Flash running much smoother than the upper one?
The little red Box at the top is showing constant 60 for the lower and 38-42 for the upper Version.
Does this mean the old version of the game Timer is now the better solution?</description>
		<content:encoded><![CDATA[<p>I don&#8217;t know what happened since this article was posted but is it just me or is the lower of the two Flash running much smoother than the upper one?<br />
The little red Box at the top is showing constant 60 for the lower and 38-42 for the upper Version.<br />
Does this mean the old version of the game Timer is now the better solution?</p>
]]></content:encoded>
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	<item>
		<title>By: Anonymous</title>
		<link>http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-2772</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Wed, 16 Feb 2011 02:03:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-2772</guid>
		<description>Any sign of improvement with Flash Player 10.2?

I&#039;m going to try out this game loop system and would be interested to see if the updateAfterEvent() situation had changed.</description>
		<content:encoded><![CDATA[<p>Any sign of improvement with Flash Player 10.2?</p>
<p>I&#8217;m going to try out this game loop system and would be interested to see if the updateAfterEvent() situation had changed.</p>
]]></content:encoded>
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	<item>
		<title>By: Stable framerate in actionscript 3 games &#124; Synerger Games</title>
		<link>http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-2689</link>
		<dc:creator>Stable framerate in actionscript 3 games &#124; Synerger Games</dc:creator>
		<pubDate>Sat, 29 Jan 2011 15:46:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-2689</guid>
		<description>[...] something else for example 30 or 50, game works slower or faster but still not stable. I tried with 8bitrocket.com approach &#8211; i don&#8217;t know if i did something wrong but game still acted different in [...]</description>
		<content:encoded><![CDATA[<p>[...] something else for example 30 or 50, game works slower or faster but still not stable. I tried with 8bitrocket.com approach &#8211; i don&#8217;t know if i did something wrong but game still acted different in [...]</p>
]]></content:encoded>
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	<item>
		<title>By: FlashApplications &#187; How to Optimize Flash Sprite Animations for Mobile</title>
		<link>http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-2662</link>
		<dc:creator>FlashApplications &#187; How to Optimize Flash Sprite Animations for Mobile</dc:creator>
		<pubDate>Mon, 24 Jan 2011 08:27:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-2662</guid>
		<description>[...] Single Bitmap Display Object with Blitting – 8BitRocket offers some excellent tutorials on how to achieve pixel blitting within Flash. I followed these tutorials and found that their technique results in phenomenal performance within the web browser when working with simple and numerously repeated bitmap sprites. However, even with their optimized game timer loop, their technique struggles with high-resolution mobile devices like the iPad. As a simple test, I compiled their optimized game timer loop for Asteroids as an iPad app after changing the canvas size to 1024&#215;768. The iPad’s processor struggled to redraw the game-state (running anywhere from 5-13 fps) and resulting in a very choppy asteroid game.  8Bit’s example/code: http://www.8bitrocket.com/2008/4/8/Tutorial-Creating-an-Optimized-AS3-Game-Timer-Loop/ [...]</description>
		<content:encoded><![CDATA[<p>[...] Single Bitmap Display Object with Blitting – 8BitRocket offers some excellent tutorials on how to achieve pixel blitting within Flash. I followed these tutorials and found that their technique results in phenomenal performance within the web browser when working with simple and numerously repeated bitmap sprites. However, even with their optimized game timer loop, their technique struggles with high-resolution mobile devices like the iPad. As a simple test, I compiled their optimized game timer loop for Asteroids as an iPad app after changing the canvas size to 1024&#215;768. The iPad’s processor struggled to redraw the game-state (running anywhere from 5-13 fps) and resulting in a very choppy asteroid game.  8Bit’s example/code: <a href="http://www.8bitrocket.com/2008/4/8/Tutorial-Creating-an-Optimized-AS3-Game-Timer-Loop/" rel="nofollow">http://www.8bitrocket.com/2008/4/8/Tutorial-Creating-an-Optimized-AS3-Game-Timer-Loop/</a> [...]</p>
]]></content:encoded>
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	<item>
		<title>By: Trent Sterling</title>
		<link>http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-2475</link>
		<dc:creator>Trent Sterling</dc:creator>
		<pubDate>Sat, 25 Dec 2010 01:24:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-2475</guid>
		<description>Excellent post on optimization. I&#039;ve been working on my own frame rate independent system using time, and this is pretty much how I did things.</description>
		<content:encoded><![CDATA[<p>Excellent post on optimization. I&#8217;ve been working on my own frame rate independent system using time, and this is pretty much how I did things.</p>
]]></content:encoded>
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	<item>
		<title>By: ClaverFlav</title>
		<link>http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-2085</link>
		<dc:creator>ClaverFlav</dc:creator>
		<pubDate>Thu, 28 Oct 2010 06:34:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-2085</guid>
		<description>hey there, im a long time reader first time poster...

i was recently experimenting with some different timer systems for individual units in this little flash game of mine. and i saw what everyone is talkin bout... some strange jittery motion on my objects (just boxes on a single color background [no blitting yet]) but during my experimentation i discovered a weird ... technique.

so i got a document class that drives my main game loop timer... i got &quot;new timer(5)&quot; and that timer event triggers the &quot;e.updateAfterEvent&quot;. additionally i put &quot;this.stage.frameRate=10;&quot; in the constructor. which combines to make 100 fps i think

so then rather than have this document class go through and update each unit and then draw,  i got three different unit classes managing themselves. one with a time sytem built around enterframe, another with a deltatime system combined with enterframe, and finally for just a weird test a class with a timer of 1 ms(additionally calculating deltatime). each one of these classes &#039;time system&#039; calls there own respective &#039;tick&#039; functions that move them like so 
&quot;x+=(5*dt); x=x%800;&quot; 

the strange thing is the timer(1) class moves smooth as hell, while the others move like michael j fox... what gives? </description>
		<content:encoded><![CDATA[<p>hey there, im a long time reader first time poster&#8230;</p>
<p>i was recently experimenting with some different timer systems for individual units in this little flash game of mine. and i saw what everyone is talkin bout&#8230; some strange jittery motion on my objects (just boxes on a single color background [no blitting yet]) but during my experimentation i discovered a weird &#8230; technique.</p>
<p>so i got a document class that drives my main game loop timer&#8230; i got &#8220;new timer(5)&#8221; and that timer event triggers the &#8220;e.updateAfterEvent&#8221;. additionally i put &#8220;this.stage.frameRate=10;&#8221; in the constructor. which combines to make 100 fps i think</p>
<p>so then rather than have this document class go through and update each unit and then draw,  i got three different unit classes managing themselves. one with a time sytem built around enterframe, another with a deltatime system combined with enterframe, and finally for just a weird test a class with a timer of 1 ms(additionally calculating deltatime). each one of these classes &#8216;time system&#8217; calls there own respective &#8216;tick&#8217; functions that move them like so<br />
&#8220;x+=(5*dt); x=x%800;&#8221; </p>
<p>the strange thing is the timer(1) class moves smooth as hell, while the others move like michael j fox&#8230; what gives?</p>
]]></content:encoded>
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	<item>
		<title>By: Antje</title>
		<link>http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-1974</link>
		<dc:creator>Antje</dc:creator>
		<pubDate>Wed, 13 Oct 2010 15:20:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-1974</guid>
		<description>without the call updateAfterEvent() it looks the same.</description>
		<content:encoded><![CDATA[<p>without the call updateAfterEvent() it looks the same.</p>
]]></content:encoded>
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	<item>
		<title>By: 8bitjeff</title>
		<link>http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-1967</link>
		<dc:creator>8bitjeff</dc:creator>
		<pubDate>Tue, 12 Oct 2010 16:15:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-1967</guid>
		<description>When we were writing our Flash Games book we initially had every game working with this optimized sleep-based timer. Unfortunately last December we saw that the latest Flash players started to hiccup when &quot;update after event&quot; is turned on. If you want a simple solution, comment out the e.updateAfterEvent() in the loop. This will band-aid the problem but your game will work. The frame rate will become a little choppy though. At the 11th hour, as the book was about to be published we had to completely re-write everything to use standard timers (plus I add in a time-based step timer) in the last few games. I was livid that we had to do this and none of my emails were returned by Adobe on the subject. I tried everything I could think of to get this to work, but nothing replicated the e.updateAfterEvent() method of smoothing out the render. The time-based step timer does this in a different way and works, but it just isn&#039;t  the same.</description>
		<content:encoded><![CDATA[<p>When we were writing our Flash Games book we initially had every game working with this optimized sleep-based timer. Unfortunately last December we saw that the latest Flash players started to hiccup when &#8220;update after event&#8221; is turned on. If you want a simple solution, comment out the e.updateAfterEvent() in the loop. This will band-aid the problem but your game will work. The frame rate will become a little choppy though. At the 11th hour, as the book was about to be published we had to completely re-write everything to use standard timers (plus I add in a time-based step timer) in the last few games. I was livid that we had to do this and none of my emails were returned by Adobe on the subject. I tried everything I could think of to get this to work, but nothing replicated the e.updateAfterEvent() method of smoothing out the render. The time-based step timer does this in a different way and works, but it just isn&#8217;t  the same.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: 8bitjeff</title>
		<link>http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-1968</link>
		<dc:creator>8bitjeff</dc:creator>
		<pubDate>Tue, 12 Oct 2010 16:15:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-1968</guid>
		<description>When we were writing our Flash Games book we initially had every game working with this optimized sleep-based timer. Unfortunately last December we saw that the latest Flash players started to hiccup when &quot;update after event&quot; is turned on. If you want a simple solution, comment out the e.updateAfterEvent() in the loop. This will band-aid the problem but your game will work. The frame rate will become a little choppy though. At the 11th hour, as the book was about to be published we had to completely re-write everything to use standard timers (plus I add in a time-based step timer) in the last few games. I was livid that we had to do this and none of my emails were returned by Adobe on the subject. I tried everything I could think of to get this to work, but nothing replicated the e.updateAfterEvent() method of smoothing out the render. The time-based step timer does this in a different way and works, but it just isn&#039;t  the same.</description>
		<content:encoded><![CDATA[<p>When we were writing our Flash Games book we initially had every game working with this optimized sleep-based timer. Unfortunately last December we saw that the latest Flash players started to hiccup when &#8220;update after event&#8221; is turned on. If you want a simple solution, comment out the e.updateAfterEvent() in the loop. This will band-aid the problem but your game will work. The frame rate will become a little choppy though. At the 11th hour, as the book was about to be published we had to completely re-write everything to use standard timers (plus I add in a time-based step timer) in the last few games. I was livid that we had to do this and none of my emails were returned by Adobe on the subject. I tried everything I could think of to get this to work, but nothing replicated the e.updateAfterEvent() method of smoothing out the render. The time-based step timer does this in a different way and works, but it just isn&#8217;t  the same.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jody</title>
		<link>http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-1966</link>
		<dc:creator>Jody</dc:creator>
		<pubDate>Tue, 12 Oct 2010 15:17:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-1966</guid>
		<description>i am still looking for a solution too. my games really sucks since flash player 10.1!</description>
		<content:encoded><![CDATA[<p>i am still looking for a solution too. my games really sucks since flash player 10.1!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Krooked99</title>
		<link>http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-1965</link>
		<dc:creator>Krooked99</dc:creator>
		<pubDate>Tue, 12 Oct 2010 08:47:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-1965</guid>
		<description>Just came across this post while searching in google, i have the same problems with some games. They dont run smooth any and stuck sometimes. Would be great if anybody could explain that issue or even better has a soluten for that.</description>
		<content:encoded><![CDATA[<p>Just came across this post while searching in google, i have the same problems with some games. They dont run smooth any and stuck sometimes. Would be great if anybody could explain that issue or even better has a soluten for that.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Antje</title>
		<link>http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-1960</link>
		<dc:creator>Antje</dc:creator>
		<pubDate>Mon, 11 Oct 2010 09:34:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-1960</guid>
		<description>Has anybody find a solution for the flash player 10.1 problem?</description>
		<content:encoded><![CDATA[<p>Has anybody find a solution for the flash player 10.1 problem?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: mrbio</title>
		<link>http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-1729</link>
		<dc:creator>mrbio</dc:creator>
		<pubDate>Wed, 08 Sep 2010 14:06:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-1729</guid>
		<description>Yes, with flash player 10 it is somehow lagging while still showing ~40 fps.
Has anybody solved this ?</description>
		<content:encoded><![CDATA[<p>Yes, with flash player 10 it is somehow lagging while still showing ~40 fps.<br />
Has anybody solved this ?</p>
]]></content:encoded>
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	<item>
		<title>By: Swantje</title>
		<link>http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-1708</link>
		<dc:creator>Swantje</dc:creator>
		<pubDate>Fri, 03 Sep 2010 21:02:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-1708</guid>
		<description>unfortunately since flash player 10.1 it doesnt looks smooth anymore...</description>
		<content:encoded><![CDATA[<p>unfortunately since flash player 10.1 it doesnt looks smooth anymore&#8230;</p>
]]></content:encoded>
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	<item>
		<title>By: Hong_en</title>
		<link>http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-313</link>
		<dc:creator>Hong_en</dc:creator>
		<pubDate>Mon, 02 Aug 2010 02:33:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.8bitrocket.com/2008/04/08/tutorial-creating-an-optimized-as3-game-timer-loop/#comment-313</guid>
		<description>Thanks. I will try it when I wake up.</description>
		<content:encoded><![CDATA[<p>Thanks. I will try it when I wake up.</p>
]]></content:encoded>
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