RE: [Flashcoders] Flash CS5 iPhone development question

2010-10-12 Thread Paul Steven
Be sure to check your creations on an iPhone 3G as my tests so far have not been great in terms of performance on these devices and that is with highly optimised code. -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On

Re: [Flashcoders] Flash CS5 iPhone development question

2010-10-12 Thread Kevin Newman
I've had a similar experience. What I've done is to divide my game (Event.ENTER_FRAME) and my render logic - stage element access (Event.RENDER) loops, and on 3G update only every other frame. You can do that by filtering on Capabilities.os, and then based on which model you detect, set a

RE: [Flashcoders] Flash CS5 iPhone development question

2010-10-12 Thread Paul Steven
Thanks for the tips Kevin - I am trying anything and everything to improve performance. 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

Re: [Flashcoders] Flash CS5 iPhone development question

2010-10-12 Thread Kevin Newman
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

Re: [Flashcoders] Flash CS5 iPhone development question

2010-10-12 Thread Gustavo Duenas
Hi, the air 2 package works with flex 3? someone knows that, because since I have a ppc with Cs4 I don't think I can have a transition to Cs5 yet. gustavo On Oct 12, 2010, at 2:04 PM, Kevin Newman wrote: Optimizing for GPU is what helps most on iPhone - make sure every item on your