iOS development in Flash CS5

Out of context: Reply #4

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  • Boz0

    ^ performance can be great but it requires a lot of screwing around to code smart to get that said performance..

    With this being said, it's A LOT easier writing for iPhone 4 and iPad because they have more powerful processors and you can get away without some optimization things but if you are writing it to support iPhone 3G, it's going to take a lot of fine tuning to make it work.

    On Android, it's much much better but you still need to optimize.

    This is all great though because Flash developers who do mobile will finally have to learn best practices in regards to memory allocation, adding and removing objects from memory, using bitmap matrix and cacheAsBitmap (these 2 commands in mobile developement in flash allow you to write the bitmaps and objects you move into GPU so it does animations via hardware and not CPU) etc etc..

    • na, performance is terrible. wasted 3 weeks doing android/iphone flash/air/ios comparisons...kingsteven
    • you are not doing it right.. you have to read carefully documentation and when to use cacheAsBitmap, cacheAsBitmapMatrix... it's not going to be magically fast when you pile up a shit ton of clips and you code like you do on a desktop.. those days are overBoz
    • cacheAsBitmapMatrix... it's not going to be magically fast when you pile up a shit ton of clips and you code like you do on a desktop.. those days are overBoz
    • desktop.. those days are overBoz
    • na dude, we were scrolling bitmaps/ checking framerates on video/ audio performance.kingsteven
    • real core stuff. went through the AIR mobile guidelines several times. same code - flash & android.kingsteven
    • nah.. performance is pretty good.. you can see here a very heavy image scroller with a ton of images http://vimeo.com/119…Boz
    • http://vimeo.com/119…
      Performance is fantastic.
      Boz
    • yes, you compiled this for iOS? so did we. got it up to 16fps on a 3GS after some hacking - 10fps on 3Gkingsteven

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