Re: [Flashcoders] Stage video
oops sorry John 10.2 playerglobal.swc are in these places (under OS X) /Applications/Adobe Flash CS5/Common/Configuration/ActionScript 3.0/FP10.2 /Applications/Adobe Flash Builder 4/sdks/flex_sdk_4.5.0.20967/frameworks/libs/player/10.2 10.3 or other FP versions are in the similar locations. Kenneth Kawamoto http://www.materiaprima.co.uk/ On 17/06/2011 00:06, John R. Sweeney Jr wrote: Well Mister Winkie :) what is the proper name? Thanks, John ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Stage video
FP10.3 SWC http://download.macromedia.com/pub/labs/flashplatformruntimes/flashplayer10-3/flashplayer10-3_playerglobal_052011.swc Kenneth Kawamoto http://www.materiaprima.co.uk/ On 17/06/2011 00:06, John R. Sweeney Jr wrote: Well Mister Winkie :) what is the proper name? Thanks, John ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] AS3 exploding and reassemble bitmap
debug player is always slower, it does a lot more stuff in the background... On 16 June 2011 22:25, Kevin Newman capta...@unfocus.com wrote: It runs at a full 25fps (it can go much faster) on the release player. On the same machine with the content debugger though, I only get 10fps. It's not a problem for content that will be viewed by non-developers, but I do wonder why it's so slow on the content debugger. Kevin N. On 6/16/11 1:28 PM, Eric E. Dolecki wrote: set it to 2 pixels instead of 1 and see how it fares. Google Voice: (508) 656-0622 Twitter: eric_dolecki XBoxLive: edolecki PSN: eric_dolecki http://blog.ericd.net On Thu, Jun 16, 2011 at 12:49 PM, Glen Pikeg...@engineeredarts.co.uk wrote: Probably all that CGI hair ;) On 16/06/2011 17:40, Kevin Newman wrote: I updated the post with a link to the source: http://www.unfocus.com/2010/06/29/the-bunny-video-eplodes-explodes/ http://www.unfocus.com/PixelExploder/PixelExploder02.zip If anyone knows why that runs so sluggishly in the content debugger (including the incubator build), I'd love to know why. :-) Kevin N. On 6/14/11 5:22 PM, Eric E. Dolecki wrote: that would be very nice of you - for me and those lurking too. Google Voice: (508) 656-0622 Twitter: eric_dolecki XBoxLive: edolecki PSN: eric_dolecki http://blog.ericd.net On Tue, Jun 14, 2011 at 4:43 PM, Kevin Newmancapta...@unfocus.com wrote: Hmm. I don't seem to have the source up for that (thought I did), you can use a slightly older set of files from here: (This one has source) http://www.unfocus.com/2010/06/23/the-pixels-explode-explode/ If you are interested in the newer faster one (fast enough to work with video - and a blur filter), I'd be happy to zip up the source and post it somewhere. Quick note on the video example - it's sloow in content debugger builds. I don't know why. Kevin N. On 6/14/11 4:25 PM, Eric E. Dolecki wrote: Thanks a lot for showing that to me - I managed to get something working which is both quick and relatively cool. I don't ever do a pixel by pixel explosion to save speed, smallest I go is 2px segments, but it's very quick that way and looks nearly as cool. I am working on the explosion physics at the moment (instead of just coming out from the displayObject, working in spirals, etc. for each piece). Google Voice: (508) 656-0622 Twitter: eric_dolecki XBoxLive: edolecki PSN: eric_dolecki http://blog.ericd.net ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] BunnyMark on iOS
Hi guys, I am running some benchmarks on iOS, to run AIR 2.7 through it's paces. I used BunnyMark (and the blitting counter part) for context: http://www.iainlobb.com/bunnies/BitmapTest.html iPhone 3GS results: Display List CPU: ~18 fps Display List GPU: 24 fps (constant frame rate) Blitting CPU: ~19 fps Blitting GPU: I have to retest, my build was screwed, and it got late. :-) I'll test iPhone 4 next. There is a problem though - I don't trust the numbers on the CPU. It looks choppier than the frame rate would suggest, with some noticeable hiccups that aren't reflected in the frame rate number. I suspect the problem is that Flash is skipping frames during rendering, but the ENTER_FRAME event is still ticking the FPS meter. Is there a way to ensure an FPS measure only ticks if there is a RENDER event? Would moving it from ENTER_FRAME to RENDER actually do that? I've only ever used RENDER with manual stage.invalidate() calls in ENTER_FRAME (and display list access all in RENDER, which might just be incorrect usage), and I suspect I'm actually disabling built in frame skipping by calling invalidate on every ENTER_FRAME event (because if the frame rate slows, so does the game logic) - I'm not really sure what the right way to use RENDER is. So I guess that's the question, if I don't bother with stage.invalidate() and continue to do my display list stuff in ENTER_FRAME, and only measure FPS in RENDER, will I get a more accurate framerate value? Thanks, Kevin N. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Stage video
See I WAS looking hardĀ ;) playerglobal.swc (singular) Have a good one, John on 6/16/11 10:46 AM, Henrik Andersson at he...@henke37.cjb.net wrote: He isn't looking hard enough then. All versions of flash comes with several playerglobals.swc files, one for each player version. John R. Sweeney Jr. Interactive Multimedia Developer OnDemand Interactive Inc 945 Washington Blvd. Hoffman Estates, IL 60169 Office/Fax: 847.310.5959 Cellular: 847.651.4469 www.ondemandinteractive.com ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] BunnyMark on iOS
It looks like I'm not the only one to notice this strange framerate issue. http://www.pixelthismobile.com/blog/1/10/2010/flash-iphone-wildly-fluctuating-framerate-or-frame-skip I'll investigate further tonight. Kevin N. On 6/17/11 11:19 AM, Kevin Newman wrote: Hi guys, I am running some benchmarks on iOS, to run AIR 2.7 through it's paces. I used BunnyMark (and the blitting counter part) for context: http://www.iainlobb.com/bunnies/BitmapTest.html iPhone 3GS results: Display List CPU: ~18 fps Display List GPU: 24 fps (constant frame rate) Blitting CPU: ~19 fps Blitting GPU: I have to retest, my build was screwed, and it got late. :-) I'll test iPhone 4 next. There is a problem though - I don't trust the numbers on the CPU. It looks choppier than the frame rate would suggest, with some noticeable hiccups that aren't reflected in the frame rate number. I suspect the problem is that Flash is skipping frames during rendering, but the ENTER_FRAME event is still ticking the FPS meter. Is there a way to ensure an FPS measure only ticks if there is a RENDER event? Would moving it from ENTER_FRAME to RENDER actually do that? I've only ever used RENDER with manual stage.invalidate() calls in ENTER_FRAME (and display list access all in RENDER, which might just be incorrect usage), and I suspect I'm actually disabling built in frame skipping by calling invalidate on every ENTER_FRAME event (because if the frame rate slows, so does the game logic) - I'm not really sure what the right way to use RENDER is. So I guess that's the question, if I don't bother with stage.invalidate() and continue to do my display list stuff in ENTER_FRAME, and only measure FPS in RENDER, will I get a more accurate framerate value? Thanks, Kevin N. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders