Yes, I'd love to see this too, thanks for keeping us updated Kevin, nice one 
Tom


On 22 Sep 2010, at 18:07, jared stanley wrote:

wow 60 fps sounds impressive! i have not been impressed with the
flash>iphone demos adobe has been showcasing; they showcased the same blox
game when they first announced it and again 6 months later just before
release...i would love to see your example as it would be the first
smooth-running demo i've seen.







On Wed, Sep 22, 2010 at 9:29 AM, Kevin Newman <capta...@unfocus.com> wrote:

> This all worked great. I now have the unBrix demo running at 60FPS -
> smooth as silk (almost, there are a very few small hiccups, nothing like in
> the previous demo - I have one last optimization left that I think will
> clean that up).
> 
> The things I did were to make sure GPU acceleration is working (the bricks
> were red previously) - and preallocating (instantiating and storing) any and
> all objects I might need, and removing reliance on build in black box
> methods like hitTextObject. Actually, I separated the entire game engine
> into simpler shape objects (x, y, width, height - all int - final classes,
> no getter/setter, no inheritance) and did all the hit testing movement
> calculation manually on those, then apply that to scene in the render phase
> of ENTER_FRAME. I'll try moving it to RENDER event and see if that yields
> any improvement too (which'll be hard to spot!).
> 
> Doing all that preallocation jives with what is mentioned in the packager
> for iphone dev guide PDF:
> 
> http://download.macromedia.com/pub/labs/packagerforiphone/packagerforiphone_devguide.pdf
> 
> In particular: "Allocating fresh blocks of memory is costly. It can slow
> down your application or cause performance to lag during animation or
> interaction as the garbage collection gets triggered."
> 
> and: "As memory fills up, iPhone OS notifies other running, native iPhone
> applications to free up memory. As these applications process this
> notification and work to free memory, they may compete with your application
> for CPU cycles. This can momentarily degrade the performance of your
> application."
> 
> For me, memory allocation has been the biggest cause for stuttering and
> visual "lag" in Flash on iPhone.
> 
> I haven't posted the results yet, because I only finished this work at 3am.
> ;-) Also, certain properties like cacheAsBitmapMatrix aren't available in
> the Player swf builds (to run on Android or Frash) so I'm not certain a
> posted swf would truly represent these improvements (I'll try it anyway
> though). Hopefully I can finish and polish something within a few weeks or
> months and get it into the app store! :-D
> 
> Kevin N.
> 
> 
> 
> 
> On 9/21/10 5:07 PM, Kevin Newman wrote:
> 
>> 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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