<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>JacksonDunstan.com &#187; jackson</title>
	<atom:link href="http://jacksondunstan.com/articles/author/jackson/feed" rel="self" type="application/rss+xml" />
	<link>http://jacksondunstan.com</link>
	<description>Mastering AS3</description>
	<lastBuildDate>Mon, 06 Feb 2012 10:00:47 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
		<item>
		<title>Repeatable Random Performance</title>
		<link>http://jacksondunstan.com/articles/1719</link>
		<comments>http://jacksondunstan.com/articles/1719#comments</comments>
		<pubDate>Mon, 06 Feb 2012 10:00:47 +0000</pubDate>
		<dc:creator>jackson</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[mersenne twister]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[random]]></category>
		<category><![CDATA[repeatable]]></category>

		<guid isPermaLink="false">http://jacksondunstan.com/?p=1719</guid>
		<description><![CDATA[A couple of years ago I posted a class that generats pseudo-random numbers in a repeatable way. This is useful for a variety of tasks, but a recent comment reminded me that I hadn&#8217;t tested its performance. Today I&#8217;ll pit my repeatable random function against the standard Math.random function as well as Skyboy&#8217;s repeatable random [...]]]></description>
		<wfw:commentRss>http://jacksondunstan.com/articles/1719/feed</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>Why Static Is Slow</title>
		<link>http://jacksondunstan.com/articles/1713</link>
		<comments>http://jacksondunstan.com/articles/1713#comments</comments>
		<pubDate>Mon, 30 Jan 2012 10:00:28 +0000</pubDate>
		<dc:creator>jackson</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[bytecode]]></category>
		<category><![CDATA[compiler]]></category>
		<category><![CDATA[non-static]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[static]]></category>
		<category><![CDATA[variable]]></category>

		<guid isPermaLink="false">http://jacksondunstan.com/?p=1713</guid>
		<description><![CDATA[Using static variables and functions is slow. That was the conclusion of the previous article on statics, but the subject is actually more nuanced than that. Today we&#8217;ll explore static more in-depth and find out just why it is so slow. Based on some keen comments (particularly by skyboy), I&#8217;ve put together the following test: [...]]]></description>
		<wfw:commentRss>http://jacksondunstan.com/articles/1713/feed</wfw:commentRss>
		<slash:comments>18</slash:comments>
		</item>
		<item>
		<title>Simple 2D With Stage3D</title>
		<link>http://jacksondunstan.com/articles/1706</link>
		<comments>http://jacksondunstan.com/articles/1706#comments</comments>
		<pubDate>Mon, 23 Jan 2012 10:00:54 +0000</pubDate>
		<dc:creator>jackson</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[2d]]></category>
		<category><![CDATA[agal]]></category>
		<category><![CDATA[hardware]]></category>
		<category><![CDATA[index buffer]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[sprite]]></category>
		<category><![CDATA[stage3d]]></category>
		<category><![CDATA[texture]]></category>
		<category><![CDATA[vertex buffer]]></category>

		<guid isPermaLink="false">http://jacksondunstan.com/?p=1706</guid>
		<description><![CDATA[Along with Flash Player 11&#8242;s new Stage3D class have come hardware-accelerated 2D rendering engines. Impressive results have already been demonstrated by advanced engines like Starling and ND2D. Today&#8217;s article shows a simple Stage3D-based sprite class to help learn more about how these engines are implemented and provides a simplified alternative to the more complex 2D [...]]]></description>
		<wfw:commentRss>http://jacksondunstan.com/articles/1706/feed</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Serialize Anything: Part 2</title>
		<link>http://jacksondunstan.com/articles/1696</link>
		<comments>http://jacksondunstan.com/articles/1696#comments</comments>
		<pubDate>Mon, 16 Jan 2012 10:00:44 +0000</pubDate>
		<dc:creator>jackson</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[bytearray]]></category>
		<category><![CDATA[compress]]></category>
		<category><![CDATA[compression]]></category>
		<category><![CDATA[JSON]]></category>
		<category><![CDATA[object]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[readObject]]></category>
		<category><![CDATA[serialize]]></category>
		<category><![CDATA[size]]></category>
		<category><![CDATA[writeObject]]></category>
		<category><![CDATA[XML]]></category>

		<guid isPermaLink="false">http://jacksondunstan.com/?p=1696</guid>
		<description><![CDATA[One of the new features in Flash Player 11 is a native JSON encoder/decoder class. In the Serialize Anything article, I neglected to add JSON as an option for serializing and deserializing arbitrary objects. In today&#8217;s followup we&#8217;ll take a look at the performance of the native JSON class and compare it to ByteArray.readObject/writeObject and [...]]]></description>
		<wfw:commentRss>http://jacksondunstan.com/articles/1696/feed</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>Static vs. Non-Static</title>
		<link>http://jacksondunstan.com/articles/1690</link>
		<comments>http://jacksondunstan.com/articles/1690#comments</comments>
		<pubDate>Wed, 11 Jan 2012 10:00:20 +0000</pubDate>
		<dc:creator>jackson</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[field]]></category>
		<category><![CDATA[non-static]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[property]]></category>
		<category><![CDATA[read]]></category>
		<category><![CDATA[static]]></category>
		<category><![CDATA[write]]></category>

		<guid isPermaLink="false">http://jacksondunstan.com/?p=1690</guid>
		<description><![CDATA[Tip #8 in my Top 10 Performance Tips For 2012 was to reduce static accesses of variables, functions, etc. in favor of non-static variables and, especially, local variables. I neglected to reference one of my articles and it was pointed out to me that I hadn&#8217;t actually written such an article! So today I&#8217;ll elaborate [...]]]></description>
		<wfw:commentRss>http://jacksondunstan.com/articles/1690/feed</wfw:commentRss>
		<slash:comments>17</slash:comments>
		</item>
		<item>
		<title>Top 10 Performance Tips for 2012</title>
		<link>http://jacksondunstan.com/articles/1675</link>
		<comments>http://jacksondunstan.com/articles/1675#comments</comments>
		<pubDate>Mon, 02 Jan 2012 10:00:46 +0000</pubDate>
		<dc:creator>jackson</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[GC]]></category>
		<category><![CDATA[native]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[stage3d]]></category>

		<guid isPermaLink="false">http://jacksondunstan.com/?p=1675</guid>
		<description><![CDATA[It&#8217;s a new year and it&#8217;s time to make some New Years resolutions for Flash performance. Today&#8217;s article is a collection of what i consider 10 top tips for improving the performance of your Flash apps. Read on for the list! Use native code instead of AS3 Generally, it&#8217;s better to let Flash Player&#8217;s native [...]]]></description>
		<wfw:commentRss>http://jacksondunstan.com/articles/1675/feed</wfw:commentRss>
		<slash:comments>15</slash:comments>
		</item>
		<item>
		<title>Introduction to AGAL: Part 3</title>
		<link>http://jacksondunstan.com/articles/1670</link>
		<comments>http://jacksondunstan.com/articles/1670#comments</comments>
		<pubDate>Mon, 26 Dec 2011 10:00:21 +0000</pubDate>
		<dc:creator>jackson</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[agal]]></category>
		<category><![CDATA[assembly]]></category>
		<category><![CDATA[bytecode]]></category>
		<category><![CDATA[fragment]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[stage3d]]></category>
		<category><![CDATA[vertex]]></category>

		<guid isPermaLink="false">http://jacksondunstan.com/?p=1670</guid>
		<description><![CDATA[Continuing from last time, in today&#8217;s article we&#8217;ll discuss the process of building and using basic shaders. This forms the basis of all Flash 11 Stage3D engines, so you&#8217;ll be learning how hardware-accelerated 3D shaders are built from the ground up. The first step in building the shader is to assemble the AGAL assembly source [...]]]></description>
		<wfw:commentRss>http://jacksondunstan.com/articles/1670/feed</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Introduction to AGAL: Part 2</title>
		<link>http://jacksondunstan.com/articles/1664</link>
		<comments>http://jacksondunstan.com/articles/1664#comments</comments>
		<pubDate>Mon, 19 Dec 2011 10:00:31 +0000</pubDate>
		<dc:creator>jackson</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[agal]]></category>
		<category><![CDATA[assembly]]></category>
		<category><![CDATA[bytecode]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[stage3d]]></category>

		<guid isPermaLink="false">http://jacksondunstan.com/?p=1664</guid>
		<description><![CDATA[To continue the series on Flash 11 Stage3D shader programming, this week we&#8217;ll take a look at the data types your shader has available and finally dive into some actual AGAL assembly syntax. To begin, let&#8217;s look at the different types of data a shader program&#8212;vertex and fragment&#8212;deals with: Type Number Available Name Origin Accessible [...]]]></description>
		<wfw:commentRss>http://jacksondunstan.com/articles/1664/feed</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Introduction to AGAL: Part 1</title>
		<link>http://jacksondunstan.com/articles/1661</link>
		<comments>http://jacksondunstan.com/articles/1661#comments</comments>
		<pubDate>Mon, 12 Dec 2011 10:00:06 +0000</pubDate>
		<dc:creator>jackson</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[agal]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[stage3d]]></category>

		<guid isPermaLink="false">http://jacksondunstan.com/?p=1661</guid>
		<description><![CDATA[Flash 11&#8242;s new Stage3D class introduces a whole new kind of bytecode to Flash: AGAL. Today I&#8217;m beginning a series of articles to talk about what AGAL is in the first place, how you can generate its bytecode and, more generally, how these wacky shaders work. Read on for the first article in the series [...]]]></description>
		<wfw:commentRss>http://jacksondunstan.com/articles/1661/feed</wfw:commentRss>
		<slash:comments>11</slash:comments>
		</item>
		<item>
		<title>Simple Stage3D Camera</title>
		<link>http://jacksondunstan.com/articles/1655</link>
		<comments>http://jacksondunstan.com/articles/1655#comments</comments>
		<pubDate>Mon, 05 Dec 2011 10:00:56 +0000</pubDate>
		<dc:creator>jackson</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[camera]]></category>
		<category><![CDATA[perspective]]></category>
		<category><![CDATA[stage3d]]></category>

		<guid isPermaLink="false">http://jacksondunstan.com/?p=1655</guid>
		<description><![CDATA[There are many fine 3D frameworks for the new hardware-accelerated Stage3D class in Flash 11 that are loaded with features. But, if you just want to get some simple 3D up and running or would just prefer to do things yourself, today&#8217;s article shows you a simple 3D camera that you can use to view [...]]]></description>
		<wfw:commentRss>http://jacksondunstan.com/articles/1655/feed</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
	</channel>
</rss>

