Posts Tagged draw

Flash vs. HTML5: Bitmap Rotation and Scaling

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Normal bitmaps can be boring, so many games spice them up by rotating and scaling them for various purposes. Rotated characters can follow the curve of a 2D terrain in a game like Dragon, Fly!. Mario himself can scale up to huge size in New Super Mario Bros.. So today we continue the HTML5 vs. JavaScript series by testing the performance of rotating and scaling bitmaps to better compare the performance across Windows, Mac, iOS, and Android. Will Flash maintain its lead? Read on to find out.

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Composing BitmapData Scenes

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Since Flash 8, BitmapData has offered a wide range of possibilities to improve performance. Many Flash apps, particularly games, choose to simply display a single, huge BitmapData, render the entire game scene into it and, for the most part, eschew Stage‘s whole system of DisplayObject and DisplayObjectContainer. When you’re doing this or just generally using BitmapData for more than just raster (e.g. JPEG, PNG) image display, you should know your options for composing a BitmapData out of other BitmapData. Today’s article discussing the performance of the two main ways of composing these BitmapData scenes: BitmapData.draw and BitmapData.copyPixels.

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