[casual_games] Wrapper Speeds
hal at finitearts.com
Wed Feb 8 15:11:51 EST 2006
I'm developing in Flash (8), I'm a reasonably enlightened coder, and
performance of my projector app and swf-in-browser is just fine at 15fps
and 800x600 dots on both fast XP systems, slow (500MHz) 98SE machines,
and various Macs. However, when I tried wrapping with Northcode's
latest Flash-Player-8-capable SWF Studio, speed dropped to approximately
60% of native. Ouch, that's a huge hit. So here's a question: does
anyone out there have some info on Flash wrappers, which ones are best
(for whatever reasons), and which ones are simply the fastest, etc.?
Andy Makely wrote:
> I work with Flash every day, so I though I'd add some info to the mix.
> - As mentioned here previously, Flash handles bitmap images just fine.
> Especially PNGs, which retain all of their transparency information.
> You can even write code to animate using your existing sprite graphics.
> - Flash can achieve an acceptable frame rate if coded efficiently,
> especially if you are working with a 640x480 screen. It does get harder
> to get good redraw speed from an 800x600 Flash canvas, especially if you
> have a large number of animated sprites. Recent changes have been made
> to the Flash rendering code so that single-frame bitmap assets draw MUCH
> faster than before. Scrolling backgrounds, for example, are no longer a
> real performance concern.
> - Flash 8 (the most recent version) does not support MIDI playback of
> any kind. You can convert your MIDI files to MP3, at the expense of
> your file size. You might also be able to build a custom C++ wrapper
> that encloses your Flash movie, and perhaps get MIDI playback working
> via the C++ libraries, but it's probably not worth the effort.
> - You can get Joystick support via commercial Flash projector tools such
> as mdm's Zinc. Flash does support all keyboard and mouse input.
> I definite understand the concern for not wanting to rebuild the game
> again. Flash may not be an option in this case, but many folks have
> found that it is a viable casual game platform.
> Andy Makely
> On 2/8/06, *Jeff Helfand* <jeff at nevadainteractive.com
> <mailto:jeff at nevadainteractive.com>> wrote:
> Also, we had considered Flash, however, for two
> reasons, it just didn't make sense.
> 1. All of our sprites and backgrounds were created in
> Photoshop. Recreating them as vector graphics given
> our time frame and resources is not an option.
> 2. The new version of the game has two new worlds and
> nine different power ups. The pace when reaching
> those levels is much faster. According to benchmarks
> I have read, Flash will have performance issues. It
> is also mouse driven. I could be wrong, but can't
> risk it due to development time constraints.
> andy makely
> Casual_Games mailing list
> Casual_Games at igda.org
More information about the Casual_Games