Posts Tagged performance
Whether you’re using Adobe Scout or good old
getTimer, there is a fundamental limitation: all times are in whole milliseconds. This is an issue if you’re trying to measure code that executes very quickly or compare code that has only minor differences. In these cases you get inconsistent results (7ms, 8ms, 7ms, 7ms, 8ms, …) when you’d much rather have better accuracy (7.3ms) with sub-millisecond precision. Today’s article introduces a new helper class called
Timely that makes sub-millisecond precision a snap. Read on for the source code and an example app.
In last week’s primer on the new domain memory (“Alchemy”) opcodes the initial test showed that they couldn’t match the performance of good old
Vector when writing out a lot of float/
Number values. Today’s article expands on that test to check the performance of writing integers and the performance of reading integers and float/
Number values. Can the domain memory opcodes redeem themselves? Read on to find out.
Since January, Adobe has dropped the “premium features” requirement for Flash apps that use the “domain memory opcodes” (a.k.a. “Alchemy opcodes”) that provide low-level performance-boosting operations that let you deal more-or-less directly with blocks of memory. Then in February we got Flash Player 11.6 along with built-in ASC 2.0 support for this feature. Today’s article shows you how to use these opcodes and takes a first stab at improving performance with them. Are they really all they’re cracked up to be?
Today’s article is in response to the many requests to include Adobe AIR in the “Flash vs. HTML5″ series of articles. While it’s not a browser-based competitor, it certainly is a competing platform on iOS and Android. So I’ve taken the “Stage3D vs. WebGL” test and packaged it as an AIR app. How does AIR compare? Read on to find out.
The “Flash vs. HTML5″ series has covered bitmap drawing pretty well by now, but what about text rendering? Virtually every game has text in it and sometimes a lot. Quest text, name tags, button labels, tooltips, and so on combine to fill the screen with quite a bit of the stuff. So how does Flash’s text rendering compare with that of HTML5? Read on to find out!
WebGL is not ready for prime time. It’s just not available on enough of the browsers people actually use for any mass-market game to seriously target it. But what if everybody used browsers that supported WebGL right now? Would it be competitive then? Today’s article explores that question to find out just what kind of game you could make today to take advantage of HTML5 and WebGL and compares it to the performance you’d see had you gone with Flash’s
Stage3D hardware acceleration.