Optimizing for GPU is what helps most on iPhone - make sure every item
on your display list is getting cached on the GPU (even ones you update,
but minimize updates). Additionally, avoid addChild and removeChild (and
the timeline, since it uses those a lot) - they are expensive - use
visible property instead.
Maybe draw your background as a big shape, and set cacheAsBitmap, and
cacheAsBitmapMatrix = new Matrix there as well. I'm not sure if that
helps, but after I did that my app got faster (I don't do things as
micro iteratively as I'd like, because the iPhone compile time is so
horrendous - so I'm not always certain about which things helped or not
- though I am sure that if I forget to set the GPU flags, it slows
everything down, even if it's just the background display object).
8 objects should be no problem at all.
View the PDF here for more:
http://labs.adobe.com/technologies/packagerforiphone/
http://download.macromedia.com/pub/labs/packagerforiphone/packagerforiphone_devguide.pdf
Kevin N.
On 10/12/10 12:54 PM, Paul Steven wrote:
nce. I only have 8 balls moving with collision detection and
reactions using vector maths and what works so smoothly on the PC is really
sluggish on the iPhone. I have written the same code in Corona and it works
well on the iPhone. However I am determined to get it working with the Flash
version.
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