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Thread: Optimization Tips

  1. #101
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    ok so ive been learning a little OOP in C++. but i need help converting it into AS
    Code:
    person.prototype.charact = function() {
      function setHeight (heightOfPerson) {
        height = heightOfPerson
      }
    }
    //
    //
    justin = new Person()
    justin.charact.setHeight(70)
    //
    //
    trace(justin.height)
    //
    //or should i do
    //
    trace(justin.charact.height)
    //
    //one of them should display 70... right?
    damn this OOP is confusing... so, first of all i can do
    Code:
    justin = new Person()
    and it would create a new object for the class person with the name justin, i think. then justin would have acces to person.prototype.charact = function(), since justin is in the class person. but then how do i set the var height of the object the accessed person.prototype.charact = function()? im probably way off with my code so if anyone can help me understand this, i would be happy!

  2. #102
    w00t io::pred's Avatar
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    person.prototype.setHeight = function(heightOfPerson) {
    height = heightOfPerson
    }

    justin = new Person()

    trace(justin.setHeight(70));

  3. #103
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    well i was close . thanx it helped alot

  4. #104
    Hype over content... Squize's Avatar
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    I go away for a week and this becomes sticky ( And turns into an OOP thread )

    Just a quick one about a way to speed up your collision detection using hitTest.

    If you are writing a horizontal shooter ( Like that damn tut that generates questions every other day ) it'll follow pretty much the same format, in that the player sprite will be in the left hand third of the screen and the baddies come from the right.

    The way I do it is pre-sort the baddies x positions and then just check if the position is equal to the players. If so you can do your hitTest magic, if not you give up testing. Because all the x coords are in order, if the first baddie is not going to hit you none of them are going to hit you.

    This way you really reduce the number of checks you have to do in any one frame.

    I hope that makes some sort of sence?

    There are loads of ways to improve your collision detection code, for example if you are writing a simple platform game you can use the same kind of approach but on the y direction so you only have to check the baddies on the same platform as you.

    Squize.

  5. #105
    Hype over content... Squize's Avatar
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    Just a thought, would anyone be interested in me touching on FLASM in this thread ?

    The homepage isn't the most friendly to people who have never touched low-level languages before, and I'd be more than happy to help on the theory of it.

    Squize.

  6. #106
    w00t io::pred's Avatar
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    10 dollars says the next reply is "YES DO IT SQUIZE" hehe

  7. #107
    Hype over content... Squize's Avatar
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    Lol. I'm getting that "I've created a monster" feeling

    Squize.

  8. #108
    w00t io::pred's Avatar
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    Yeah you stepped in it by offering >=)

    Tell you what, you make up your tutorial for flasm, i'll whip up that hitTest array thang

  9. #109
    Hype over content... Squize's Avatar
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    That's a fair enough swap...

    I'll have to remember to put more examples in my huge replies. I was reading this thread earlier and I found you'd explain with an example in 6 lines what took me about half a gig to put into words

    Squize.

  10. #110
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    Okies.. Here is the .fla for a hitTest array.

    What its doing is this: adding elements to the scene every 5 frames (doesnt go over the maximum number specified), now instead of having a loop such as this:

    for(var i = 0;i < number_of_baddies;i++){
    hitTest(_parent["baddie"+i]);
    }

    it checks against an array of clips..

    if you think about it, its alot faster. mainly because your not checking every single baddie up to a number, maybe some of the earlier baddies have been destroyed, then your wasting time, and maybe you want to add baddies that arent killable, by adding only the clips you want to hitTest into the array, you save time, this is also faster than for(in) because you may want other clips and variables that you dont want to check against.

    Well atleast I think so anyways.
    Attached Files Attached Files

  11. #111
    Hype over content... Squize's Avatar
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    FLASM... stick with me, it could be worth your while.

    "flasm is a command line assembler/disassembler of flash actionscript bytecode. flasm 1.41 disassembles your entire SWF including all the timelines, onMovieClip events and button events. After that you are expected to do some optimizations on the disassembled code by hand. flasm replaces then all actions in the original swf with your optimized content...
    flasm is not a decompiler! What you get is the human readable representation of swf bytecodes, not actionscript source.
    "

    That's the quote from the official site ( http://flasm.sourceforge.net/ ). Don't let "command line", "assembler/disassembler" and "bytecode" put you off!

    Firstly I'm going to try and explain how the Flash player handles the action script you write. There's going to be a lot of theory to start with, but once you get it you're well on your way. And even if you never use FLASM it doesn't do any harm to know how things work.

    Flash virtual machine:

    The computer you are sitting in front of right now. Great isn't it. It let's you play games, listen to music, write novels for threads and you can even look at porn. How much do you know about how it actually works?

    You've got a processor, your CPU. This has Registers which are just variables. The CPU stores values in registers and moves them around. That's it. That's all they do.
    Each CPU also has it's own instruction set, so for example you can add the contents of registers together ( Exactly the same as a = b + c; ).
    The native language of all processors is called machine code and is just a series of 0s and 1s ( On/off, true/false ), but to program in pure machine code is just insane, so all the commands are given mnemonic names. And that's the mythical assembley language, or Assembler.

    There is one other important concept I've got to cover before we finish with the CPU. To enable it to keep track of things it needs it has it's own little memory pool all to itself. This is called a Stack. I'll show you why it needs this with a little bit of pseudo action script:

    PHP Code:
    10 exampleFunction();
    20 ...
    30 ...
    40 function exampleFunction() {
    50 trace ("The line numbers will make sense");
    60 
    When we write this, the function exampleFunction is called at line 10. So as we know the program will go to line 40 and do whatever. The problem then is that the script has to go back to line 20 to carry on doing what it's meant to be doing. This is where the stack comes in. When a function is called it stores ( Push ) the next line number ( ie 20 ) on the stack, does the function, and then returns back to the line stored on the stack. To stop the stack overflowing the value is removed ( Pop ).
    Action script allows stack handling so hopefully this shouldn't be totally alien to you, check your reference.

    Onto your operating system. Forget all the icons and windows, they're just gloss to make our lives easier. At the lowest level of all operating systems are routines to allocate memory resources, including screen memory for the display.

    So what's all this got to do with the Flash player ? Well the Flash player has registers, it's very own assembler language ( "Bytecode" or "P-Code" ), uses a stack and can allocate memory to itself. In a very simple way the Flash player works like a computer running on top of your real computer, which makes the player a Virtual machine. Thinking of it another way, double click your favourite emulator. That's a virtual machine.

    FLASM - assembler/disassembler:

    A Disassembler is a program that takes your exe and converts it from machine code into assembley language , or in this case converts your swf into bytecode.
    An Assembler ( Note assembley language is often called "Assembler" ( As mentioned above ). It's just another case of one word having two meanings in computer jargon. ) does the opposite, ie converts your bytecode into a swf.

    And the point is?:

    You've stuck with me this far and I guess some of you are still can't see the point of FLASM. May sound cool, but what's the point ?

    When you publish your swf the Flash authoring tool converts all your action script into bytecode, a process known as Compiling ( People who have used C, Java, Pascal et al should be familar with this term ).

    No compiling process can ever do the job as well as writing assembler by hand, that's why in really time critical routines people still code in assembler ( Such as the Quake engine ), and that holds true for Flash. By writing in assembler you can speed up your routines, and as game programmers that can't be a bad thing.

    I've said this a million times, but here we go... FLASM isn't instant fast forward for your games. By using it you're not going to have a full screen game with eight layers of parallax scrolling. It's not the be all and end all. If you don't want to learn it or just don't get it, don't worry. 99.9% of games get by quite nicely without it .

    If you do learn it and use it you may be able to get another mc running in your game or an extra eye candy effect, without the frame rate dropping.


    Right that's way too much in one hit. Let me know what you think of the above ( Too simplistic, too rambling ? ), if there are any errors or bits I've written poorly. I'll go on to setting up FLASM and actually writing bytecode next time.

    Phew, now to play with pred's hitTest routine.

    Squize.

  12. #112
    Vox adityadennis's Avatar
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    G J, Squize.
    Hey pred, doesnt the for...next loop slow down the game a lot?

  13. #113
    Senior Member random10122's Avatar
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    I have one running in my game for upto 8 objects in an array and it doesnt make the framerate really, the fact is that it is realtivly fast compared to non-array hit checking because your bound to be checking with things that dont exist...

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  14. #114
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    ok which is faster?
    code:

    for(i=0;i<50;i++) {
    //code
    }


    //or


    i = 0
    while(i<50) {
    //code
    i++
    }


    ?

  15. #115
    w00t io::pred's Avatar
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    The code itself is not optimised.. (how funny in an optimisation thread) just so you could see the idea's behind it without worrying about flash 4 syntax etc. etc.

  16. #116
    Hype over content... Squize's Avatar
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    Part II - Not quite there yet...

    Right, we know that the Flash player is a virtual machine with registers and a stack and that it uses a language called bytecode. By coding directly in bytecode you can improve the performance of your swf.

    Setting up FLASM:

    FLASM is a dos application but someone has written a GUI for it ( http://www.nowrap.de/winflasm.zip ). You can either use that or add FLASM to your right click window, which is the method I prefer. I'm just going to cheat and quote directly from the FLASM site 'cause it's explained well:

    "Select View, Folder Options, click the File Types tab, and choose Flash player movie (or similar) type, which stands for swf file extension. Click Edit button, then click New button. In the Action field enter Disassemble. Click the Browse button, navigate to the flasm's folder, and double-click on flasm.exe. No parameters are needed. Click OK, Close, and Close again. Now right click on any swf and choose Disassemble."

    You also need to setup the "Update" ( This needs the parameter -u ) command. To test that everything is working find a swf on your hardrive and right click. You should now have the options "Disassemble" and "Update". Pick "Update". A Dos window will appear and then disappear really quickly.
    If you look in your folder you should find a new file which will have the extension "$wf". This is a backup of your original swf.
    Compare the file size of the backup to the newly updated swf. The swf file should be a couple of bytes smaller.

    The update command assembles any FLASM Macros ( More real soon ) and strips out any junk code that Flash puts in when it compiles it. At the very least you should use the update command on ALL your swfs. It takes two seconds, makes the file a bit smaller and removes junk.

    Right FLASM is now set-up on your system.

    FLASM Macros:

    This is the term the author has given to FLASM code embedded directly into your fla. Top tip, you don't even have to worry about this! I'll show you a cool trick where you embed bytecode directly and it's the only time you'll ever have to do it.

    Create a new layer in your fla and call it "FLASM". Open up the actions for that layer and enter the following:
    PHP Code:
    _global.FLASM=false;
    $flasm
    "push 'FLASM', TRUE"
    "setVariable"
    $end 
    So the first line is pure action script, we are just setting the global variable FLASM to false.

    The lines "$flasm" and "$end" just tell FLASM that we are embedding a macro. Flash ignores this so you don't have to worry about it screwing up your code.

    "push 'FLASM', TRUE"
    "setVariable"

    Welcome to bytecode!

    The "push" command puts values onto the stack ( Which I've done to death already ), so the stack now has the values "FLASM" and "TRUE" on it.
    "setVariable" takes the last two values off the stack and makes the first argument the variable name and the second argument is the value to assign to it.
    Basically we've just written

    FLASM=TRUE;

    As I've said Flash ignores anything contained in the "$flasm" and "$end" tags when you publish it, so how does the code run ? When you use the update command ( Using our nice new right click options ) it runs the macro. So in your non-updated swf FLASM=false, but once you update FLASM=true because the macro has been run instead of ignored.

    And that's all you'll ever need to know about FLASM Macros.

    Real life usage and $include:

    When using FLASM you don't disassemble the whole swf because the output file will just be vast and will be near impossible to alter. Trust me on this!

    The first thing to decide is what you want to optimize. In an ideal world it would be everything but you would never (Ever) finish your game. Ignore all your init code ( Such as your map plotter, etc. ), it's only run at the start of a game, and for pretty much the same reason ignore the end game stuff ( Do you really need to speed up your "Game Over" screen ? ).

    You wanna hit your routines that are run every frame, such as the player routines ( Movement, collision, jump, shoot etc. ) and baddie movement routines. Right break this down even further, the slowest parts are always loops, so you want to hit them first. With loop optimising you want to start at the inner most loop and work out'wards ( Why does the board flag that as a banned word ? ). Why the inner most ? Because it's called the most often. You optimise that and the whole game will run quicker.

    So find a function that you want to improve and copy it to a new fla. Save it and publish it so you have a swf with just your function in it. You can now disassemble this using the right click method and you'll find a new file in your folder with the extension ".flm".

    Lets pretend our newly disassembled file is called "collisionRoutine.flm". We've done all our optimisations on it ( Part 3 I'm afraid kids ) and we want to include it back into the swf. Just use this simple template:
    PHP Code:
    function collisionRoutine(){
        if (
    FLASM==true){
            
    $include ("collisionRoutine.flm")
        } else {
    //The original function
        
    }

    The "$include" command does just that, loads an external ".flm" file ( Which is just a text file ). This is the FLASM version of #include.

    So why do the if (FLASM==true) part ?

    Remember that Flash ignores FLASM tags ? We do the check to see if the FLASM varaible is true, if it's not we just run the normal code. Going back to the macro part above, the FLASM var is set to true only if we update the swf, so the $include command is executed only when the swf is updated.

    If you didn't have that check and just replaced the whole function with the $include code it would mean that you would have to update the swf every time just to test it, which is just a pain.


    So far this has just been boring theory I'm afraid, but you should have everything ready to start the optimisation process and you can even have a play around to see how things work. The next part will be more interesting, we'll get to do a real life example and get our hands dirty with bytecode and register usage. If anyone wants to post a simple example for optimising then that'd be cool.

    Squize.
    Last edited by Squize; 05-07-2003 at 11:56 AM.

  17. #117
    Yes we can tomsamson's Avatar
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    neato,didn´t watch this thread,very cool intro to flasm squize

  18. #118
    Hype over content... Squize's Avatar
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    Thanks Tom, but to be honest if I'd have known it was going to be so huge I would have kept my mouth shut

    In saying that hopefully part 3 will be up tomorrow (I'm actually trying to spend some time on my own game, which is taking 4ever).

    Squize.

  19. #119
    Yes we can tomsamson's Avatar
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    i know what you mean,i´m not doing a single game on my own right now,but instead working on some with blinkok,pred,daydream and phreax which is (besides my job) eating up my whole time.
    though that looks a bit showoff style for guys in my age,i even thought about getting myself a tablet pc so i can work at the lake instead of resting in my room half the day..
    anyho,i think your tute is great,it allows flasmwise starters to get into it which should help hugely to see more speedy games in flash

    about pred´s thingy: don´t underestimate that sample,sure,you could speed it up even more by using a while loop instead of for loop and also replace ++ counting up (as + is a very slow operator),but besides that,its the fastest method of checking for collisons of several objects

  20. #120
    Hype over content... Squize's Avatar
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    jtnw:
    PHP Code:
    0
    while(i++<50) {
            
    //code

    Is the fastest way to do it.

    tomsamson:
    I know what you mean about the Tablet, I do all my work on the laptop now with my big ol' box PC being nothing more than a server most of the time.

    Regards pred's routine:
    For fear of sounding patronising why doesn't someone speed it up using what's in this thread ?
    I honestly think this board is at it's best when it's used as a true community, where someone shares some code which is then improved on and then re-shared.
    If someone does that then I'll speed it up with FLASM and use that as a tut piece.

    Fantastic bit of code btw pred. Sorry I've been too wrapped up writing my short story on FLASM to say sooner.

    Squize.

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