My app is currently loading around a 100-150 PNGs (around 64x64 to
128x128 in size each) from my server. It's obviously taking way longer
than it should, not because of the total size of the transfer but
rather the overhead of the multiple connections, i.e. 100-150 separate
connections to the server, which may or may not utilize keepAlive
(depending on browser), which will be pipelined only two-wide (which
will probably be a *good* thing once we have thousands of concurrent
users!).

Of course, it's utterly unnecessary because every time the app
launches it has to pull the same 100-150 PNGs. Yeah, I could embed the
PNGs and eat the load time in the app load time, but then I'd require
a recompile of the app when the PNGs are updated (not desirable).

So, I'm hoping there's a simple solution that looks like this:

- a command-line tool that takes a directory full of PNGs and compiles
them into an SWF full of BitmapData's.
- some AS3 code that loads that SWF and can extract the PNGs by their
original filename (or some other obvious key).

Anyone able to point me in the right direction on this? I've seen some
tools that'll turn an animated GIF into an SWF (close, but not quite),
and I know SWF's can be loaded as Modules (which I assume would give
me an SWF full of BitmapData objects, or at least "embedded asset
classes" or whatever the correct term is).

Any suggestions would be much appreciated!

Troy.


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