ATF textures are great at reducing texture memory usage but sometimes you can’t use them. If you’re dynamically generating the texture (e.g. from a snapshot of a DisplayObject) or you’re loading the texture from a third party then you won’t have the (realistic) option of using compressed ATF textures. Today’s article shows how you can still save a bunch of memory, even without ATF.
Archive for May, 2013
AMF is great in its stock configuration, but there are some little-known tricks to make it even better. Today’s article shows you how to customize the serialization and deserialization of objects to achieve even smaller file sizes and gain maximum control.
We know that you can automatically serialize anything to a ByteArray and that it’s faster and smaller than XML or JSON, but why is it so much smaller? Today’s article investigates a bit and reveals the secret that makes it such an efficient format and how that can save you a lot of manual work when it comes time to deserialize the ByteArray.
One essential to a Stage3D app is the ability to manipulate models in the 3D scene. Today’s article presents a class for making this really easy by avoiding all the manual work you’d to to save translation, rotation, and scale values as fields and manipulate various Matrix3D instances. Read on for the source code and a demo app.