Re: [Flashcoders] Stage video

2011-06-17 Thread Kenneth Kawamoto

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

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Re: [Flashcoders] Stage video

2011-06-17 Thread Kenneth Kawamoto

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

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Re: [Flashcoders] AS3 exploding and reassemble bitmap

2011-06-17 Thread tom rhodes
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
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 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.


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 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


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[Flashcoders] BunnyMark on iOS

2011-06-17 Thread Kevin Newman

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.

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Re: [Flashcoders] Stage video

2011-06-17 Thread John R. Sweeney Jr
See I WAS looking hardĀŠ ;)

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



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Re: [Flashcoders] BunnyMark on iOS

2011-06-17 Thread Kevin Newman

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.

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