----- Original Message -----
From: <[EMAIL PROTECTED]>
>
> Trapping interactions such as rollovers will be easier in sprites with the
> mouseEnter and mouseLeave handlers. I'll need to do a continuous checking
> for that with imaging lingo.

Just remember that easier isn't necessarily faster. If you aren't doing the
checking, then Director is having to do the checking. OK, Director's
internally compiled code is going to be a bit faster than Lingo, but as I
pointed out, you can take shortcuts that Director might not know about.

> I'm a little less keen on using sprites since
> a cell can contain any number of objects. It's much easier to paste them
> all into a single image than having a sprite for each object.

Again, this is a good reason to use IL. You may even be able to introduce
more optimisations around this, particularly if the content of some cells
doesn't change much.

> I was also considering a hybrid solution, using imaging and sprites. Each
> cell object has its own sprite and image object. I can attach behaviors to
> the sprite and let a global appearance manager retrieve the image of each
> cell object to paste onto a common bitmap member or the stage. The canvas
> bitmap can be placed in the topmost channel without any behaviors
attached.
> So I don't waste cycles checking for interactivity, while getting fast
> drawing routines.

I expect that approach will simply give you the worst of both worlds, plus a
lot of extra headaches. I'd do it one way or the other, and from your
description, IL sounds like the better choice. Unfortunately, Director just
isn't really all that fast, but you can push it to get a reasonable
performance out of it. Given the complexity of what you are doing, I expect
using sprites will be just as slow, but you will lose a lot of the potential
to add more optimisations as you go along.

- Robert

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