its all well and good to "blit" the bitmaps on another bitmap, its removing them that gets me, do a test with an 800x800 bitmapData object, you'll cry by the end of the night
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its all well and good to "blit" the bitmaps on another bitmap, its removing them that gets me, do a test with an 800x800 bitmapData object, you'll cry by the end of the night
Tried damage maps ? Or tripple buffering ?
Not saying it will be quicker, and tripple buffering isn't really ideal for every situation, but I'm just curious :)
btw, use a screen blanker in my ( F8 ) vertical scroller and it seems to run pretty sweet with it. Can't remember the screen size off the top of my head, but a fair size.
Squize.
i currently don´t have the time to create a seperate example neither can i show actual projects currently in progress where its in use,sorry.Quote:
Originally Posted by mr_malee
haha,you freak out for an hour and everyone thinks you´re an all day pothead,ok :DQuote:
Originally Posted by iopred
yeah,its true,i´m on a deadline (as always since about 3 years for tons of stuff ;) ) so yeah,some holidays would be good. But no,smoking something is the last thing i have time for right now ;) (It just makes you think time is passing slowly,right? ;)
if it actually did make time pass slower,maybe ;) )
Hell double buffering is good enough, but still, I cant see the filling a 600x400 bitmap being faster than a single createEmptyMovieClip/attachBitmap callQuote:
Originally Posted by Squize
Yeah... I hadn't looked at your example in the other thread til after I posted, didn't realise you'd used sprites ( Was thinking just in terms of a couple of pixel particles, perhaps with a glow / add blend ).
Still keen to give it a bash though. So 600x400 as a test bed, 120 fps and see how many particles it can spit out ( Saying this, I bet I don't even get to open Flash to try this ) ?
Squize.
Yeah, the bitmapData version lends itself to effects a lot more, which is fairly cool, but is restricted on scrolling.
So if you wanted a static game, with lots of eyecandy, bitmap may be a bit better, but no doubt slower. (Atleast that's my prediction)
Ok, this is not really related, but a while back I had the idea of creating an app (probably C#) that pre-generates particle effects, and saves them to a series of transparant png's, which you could import into flash This would probably be the fastest way to use particles, but not useable in every situation (for instance, if the particles need to interact with other things).
Never got around to actually creating this app, but I might. Some day.
That is actually a really good way of doing it, check out Squizes games (star shooter, heart attack) both use prerendered particles, and look fantastic.
if you're gonna go down that path then i guess you will wanna look at this;
http://www.wondertouch.com/index.asp
That's great, I've been looking for a program like that for a while. I found another one (ExGen or something), but that doesn't export to alpha'd images. So I thought I'd have to write it myself... But this seems to do everything I would need, so thanks for this!
Cheers pred :)
Yeah, big lover of pre-rendered particles ( www.wedonicethings.com more so in the second game there, shootin' starZ ).
Squize.
Just had an ultra quick play ( It's scary how quickly you forget all the bitmap stuff when you've not touched it for a while ).
Far from optimised, and I've cheated here and there, but I don't think it's too bad.
Again, need to compare it to a mc version doing the same thing, and do a check with very small particles. Also, untried in a browser etc ( Quick and dirty ).
Squize.
Man, I wished I had Flash 8 to check out that code and to figure out what you guys are talk'n about. I like reading what you guys wrote on with the Flash 8 stuff, just wih I knew what you were talking about.
man, why'd you have to go and do that squize, that actually runs pretty good, downloaded the source changed some stuff to make it 650x650 and still ran pretty good. I'm confused nowQuote:
Originally Posted by Squize
oh and, i downloaded wondertouch ages ago trying to create pre-rendered particles, couldn't the thing to export tga's with an _alpha channel, anyone experienced this, downloaded a tga-avi program and then tried to import it into flash as a transparent flv, no lovin
guess i'll just have to keep experimenting
Sorry, did not read everything.
But um.. there is something called scalling..
and you might have to make other bitmaps, sure..
So yeah, I had to test it,
Turns out I was right... in certain situations..
If you scale the movie, mc's run much slower, which is to be expected, all those resize calls *shudder*.
The mc's seems to run about 10-20 frames faster at 250 particles, and still offer the flexibility of being able to scroll. Yet the added ability of post effects would be faster on the bitmap method.
I guess its still a case of the right situation, but there arent many situations where I have a fixed screen that zooms alot =D
tests are in and movieclips kick ass
i would highly recommend that when you do the movieclip one have a shape (that is the same as the gun) and make the fill the gun bitmap. in cases like your demo it will run much faster
Oh, the movieclip version I used still uses BitmapData, the reason for this is so you can do all of it in code, I'm shying away from the Flash IDE as much as possible nowadays, dynamic loading and all that.
ahh. my bad