I've been attempting to tackle the same issues, and would love a lot
more info, if there is any available, on how to get the framerates to be
stable.
I've actually had a bit of luck, and I'm currently operating on the
theory that the problem lies with memory allocation/deallocation and the
garbage collector. This seems to apply to any situation where the player
might create objects that will have to be collected - including events
(the event object - passed on dispatch), and maybe even functions in
general (args array?) - and certain built in methods like hitTestObject,
or txtFld.htmlText. Constructors are a killer.
I'm in the process of refactoring this:
http://www.unfocus.com/unBrix.html to aggressively remove all reliance
on black box APIs (like hitTestObject) and create 0 (zero) new objects
per frame, except the two event objects (ENTER_FRAME and possibly
RENDER) and touch/mouse events.
I should be done with that tonight, and then I'll have a better idea of
what kind of impact that has if any on the performance, and most
importantly on the lag spikes (for lack of a better term).
In general, I'll also note that Frash (the hacked Android player on iOS)
works far better in terms of scripting than the iPhone compiler - I hope
the recent changes in Apple's ToS means that Adobe can just ship AVM2
and skip all this AOT compilation, since AVM2 from what I can tell,
performs better anyway (it should help make the compile times bearable too).
From what I'm seeing, the scripting has a definite impact on
performance, much more than the folks at Adobe are letting on (maybe
they aren't aware?).
Kevin N.
On 9/21/10 9:19 AM, Tom Gooding wrote:
Hi Flashcoders (back to Apple again),
I'm wondering, having seen reports that developers are getting CS5 packager
content approved on the app store, if anyone knows of a decent Flash game / app
on iPhone?
I have just read this thread on Adobe labs:
http://forums.adobe.com/thread/718595?tstart=0
Whilst there's some regrettable bickering to wade through - the overall
impression I take from it, is that decent visual performance, say 30fps, (even
when optimising for gpu according to the guidelines) isn't possible. I'm
considering whether to dedicate some resources to our own benchmarking of it,
but currently, I get the impression it's not worth it if you want stuff that
runs well / is comparable to the native platform.
Can anyone point me in the direction of something that makes a genuine case for
Flash on iPhone before we dump it in favour of Unity3D?!
Thanks!
Tom
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