Confirmed. I'm experiencing the same situation.
I see my cpu (Athlon 64,3GHz) utilization often rises up to above 80%
when I play with a Fuse-based animation...

Hey sorry I did not see this post earlier but I'd like to respond.

First of all, yes there are tons of tween solutions out there and everyone should use what they like best. :)

Re: efficiency and filesize -
The utility called Fuse is an * optional * extra in the kit, made for creating complex animation and event sequences. It actually does do a lot more than the Flex Parallel and Sequence classes, and the code you write is far more concise. Fuse animations are * not * very efficient because there's so much going on under the hood, including the ability to query for any value at runtime which keeps sequencing from being hard-coded in advance.

The real power is in the tween engine that runs it, the ZigoEngine (this is NOT lmc tween, it is a completely rewritten class based on Zigo's general architecture). This class * is * extremely efficient because it centralizes tween processing, so you can run a very high number of tweens at once. Flash's Tween class on the other hand, generates separate control objects for every animation which is terribly inefficient as it turns out.

When you omit trace actions for final publish the engine weighs in at * less than 10k * -- IMHO not too huge.

The latest engine has built-in "multi tween" functionality, meaning you can directly tween on all values of an object or array. Tween a Matrix for skew, a color gradient, or a complex property like GradientBevel_colors. Papervision 3D is also very excited about Fuse Kit and they use it in a lot of their demos - perhaps there will be an eventual collaboration there. :) This engine has features like an event fired when any engine tween is interrupted in the SWF, even for targets that are removed mid-tween, giving you extremely fine-detail control; also a new property lets you set the speed of all tweens swf- wide, great for debugging when you want to skip through chunks of transitions quickly.


Re: memory usage -
This is a Flash Player based issue that is extremely difficult to solve and I would be very grateful for anyone who can provide some insight ! ! !

I have run a lot of generic (non-Fuse) tests. I found that when you generate thousands of Objects or Arrays in the main timeline, then delete them, the AS2 GC works and memory usage does drop. But, if you create any sub-objects or sub-arrays within those objects, the GC fails to remove them, even when all references are deleted and even when the sub-objects are * directly * deleted first. It seems like a problem!

It seems Fuse's memory-hog issues are within the AVM1 itself. If the GC worked (!) it should work with this code which is not just willy- nilly trashing player memory, it is extremely conservative. I can assure you that Fuse Kit code is written to delete all objects that it uses, and even has special tools that let you set objects to auto- delete themselves. The engine similarly is set to constantly clean and delete objects from memory.

Please respond if you have any help for me on this, I do take it as a very serious issue and it bothers me that I haven't been able to solve it better.

Thanks very much!

- Moses



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