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	<title>Comments on: AS3 Bitmap Cached Animations</title>
	<atom:link href="http://blog.touchmypixel.com/2008/04/as3-bitmap-cached-animations/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.touchmypixel.com/2008/04/as3-bitmap-cached-animations/</link>
	<description>Games + Web : Interaction Matters</description>
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		<title>By: shaktool</title>
		<link>http://blog.touchmypixel.com/2008/04/as3-bitmap-cached-animations/comment-page-1/#comment-80</link>
		<dc:creator>shaktool</dc:creator>
		<pubDate>Sat, 29 Nov 2008 01:15:24 +0000</pubDate>
		<guid isPermaLink="false">http://blog.touchmypixel.com/?p=5#comment-80</guid>
		<description>Interestingly, all three rendering methods run at under 2 fps on my 1.0 Ghz PowerPC Mac in Safari, Flash Player 10. It&#039;s much better in FireFox, though still not quite as fast as Flash 9. Huh. :/</description>
		<content:encoded><![CDATA[<p>Interestingly, all three rendering methods run at under 2 fps on my 1.0 Ghz PowerPC Mac in Safari, Flash Player 10. It&#8217;s much better in FireFox, though still not quite as fast as Flash 9. Huh. :/</p>
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		<title>By: tonyp</title>
		<link>http://blog.touchmypixel.com/2008/04/as3-bitmap-cached-animations/comment-page-1/#comment-74</link>
		<dc:creator>tonyp</dc:creator>
		<pubDate>Fri, 28 Nov 2008 00:57:13 +0000</pubDate>
		<guid isPermaLink="false">http://blog.touchmypixel.com/?p=5#comment-74</guid>
		<description>Spritesheets seems like a great improvement for memory usage. The game we&#039;re working on at the moment requires about 50 frames for one character at 320xsomething - so pretty big. Damn boss characters. With the 2880 Bitmap data size this is a little restrictive - bring on flash 10 (no size limit). 

Thanks alot for the heads up tho - 
i could try it with bit-101&#039;s &#039;BigArseCanvas&#039; http://www.bit-101.com/blog/?p=1199 but that might kill performance a little - might get to some tests :P</description>
		<content:encoded><![CDATA[<p>Spritesheets seems like a great improvement for memory usage. The game we&#8217;re working on at the moment requires about 50 frames for one character at 320xsomething &#8211; so pretty big. Damn boss characters. With the 2880 Bitmap data size this is a little restrictive &#8211; bring on flash 10 (no size limit). </p>
<p>Thanks alot for the heads up tho &#8211;<br />
i could try it with bit-101&#8217;s &#8216;BigArseCanvas&#8217; <a href="http://www.bit-101.com/blog/?p=1199" rel="nofollow">http://www.bit-101.com/blog/?p=1199</a> but that might kill performance a little &#8211; might get to some tests <img src='http://blog.touchmypixel.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
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		<title>By: TOdorus</title>
		<link>http://blog.touchmypixel.com/2008/04/as3-bitmap-cached-animations/comment-page-1/#comment-73</link>
		<dc:creator>TOdorus</dc:creator>
		<pubDate>Fri, 28 Nov 2008 00:36:23 +0000</pubDate>
		<guid isPermaLink="false">http://blog.touchmypixel.com/?p=5#comment-73</guid>
		<description>This is not the best way to go about precaching. Initially my own prerender I used for precaching worked the same, but I had to make some new methods that can prerender and render spritesheets instead. The reason for this, is that the bitmapdata object is quite big compared to the actual grid it contains. In my test I found a ratio of  about 100:4.6 in favor of spritesheets. I ran into memory problems because of this quite early on and switched to spritesheets instead.

More info here:
http://board.flashkit.com/board/showthread.php?t=780658

At the moment the game I&#039;ve initially build this prerender for exceeds the memory limit I used to hit (the total memory usage would be about 24mb before Flash crashed). This makes me think there&#039;s some other limit in place having to do with bitmapdata&#039;s. This is yet another reason to opt for spritesheets instead.</description>
		<content:encoded><![CDATA[<p>This is not the best way to go about precaching. Initially my own prerender I used for precaching worked the same, but I had to make some new methods that can prerender and render spritesheets instead. The reason for this, is that the bitmapdata object is quite big compared to the actual grid it contains. In my test I found a ratio of  about 100:4.6 in favor of spritesheets. I ran into memory problems because of this quite early on and switched to spritesheets instead.</p>
<p>More info here:<br />
<a href="http://board.flashkit.com/board/showthread.php?t=780658" rel="nofollow">http://board.flashkit.com/board/showthread.php?t=780658</a></p>
<p>At the moment the game I&#8217;ve initially build this prerender for exceeds the memory limit I used to hit (the total memory usage would be about 24mb before Flash crashed). This makes me think there&#8217;s some other limit in place having to do with bitmapdata&#8217;s. This is yet another reason to opt for spritesheets instead.</p>
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		<title>By: tonyp</title>
		<link>http://blog.touchmypixel.com/2008/04/as3-bitmap-cached-animations/comment-page-1/#comment-52</link>
		<dc:creator>tonyp</dc:creator>
		<pubDate>Thu, 19 Jun 2008 01:35:31 +0000</pubDate>
		<guid isPermaLink="false">http://blog.touchmypixel.com/?p=5#comment-52</guid>
		<description>We will be using the LGPL liscence for our code releases- you can do what you want with it :P 
I have a better version of the system with more useful features. Will upload a V2 soon. cheers</description>
		<content:encoded><![CDATA[<p>We will be using the LGPL liscence for our code releases- you can do what you want with it <img src='http://blog.touchmypixel.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /><br />
I have a better version of the system with more useful features. Will upload a V2 soon. cheers</p>
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		<title>By: shaktool</title>
		<link>http://blog.touchmypixel.com/2008/04/as3-bitmap-cached-animations/comment-page-1/#comment-51</link>
		<dc:creator>shaktool</dc:creator>
		<pubDate>Wed, 18 Jun 2008 19:39:23 +0000</pubDate>
		<guid isPermaLink="false">http://blog.touchmypixel.com/?p=5#comment-51</guid>
		<description>I&#039;ve attempted similar things before, but simpler, and this is not a well-known technique. Your implementation is really well-done. What license is your code here under?</description>
		<content:encoded><![CDATA[<p>I&#8217;ve attempted similar things before, but simpler, and this is not a well-known technique. Your implementation is really well-done. What license is your code here under?</p>
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