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  1. Replies
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    11,328

    Technically, unity is quite an accomplishment,...

    Technically, unity is quite an accomplishment, but I am going to have to side with Mike on this one.

    The chances of unity going anywhere substantial are slim. Unity has existed for many years. ...
  2. Replies
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    566

    I'm not sure if this is your problem but:...

    I'm not sure if this is your problem but:
    Math.abs(nn);
    Wont do anything.

    You need:
    nn = Math.abs(nn);
  3. Thread: Online games

    by 691175002
    Replies
    12
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    1,235

    Flash Silverlight Unity Java PulpCore...

    Flash
    Silverlight
    Unity
    Java PulpCore
    Director
    Java Applet

    In order of preference. Depending on your requirements some will be better than others though.
  4. Replies
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    1,289

    Whenever you have a graph search problem, A* is...

    Whenever you have a graph search problem, A* is generally the best solution. As well as always producing an optimal path, it is very efficient compared to other methods.

    Tracing and robust...
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    1,215

    Poll: Monday is probbably a bad idea.

    Monday is probbably a bad idea.
  6. Replies
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    2,360

    State machines were designed to simulate...

    State machines were designed to simulate primitive behavior of single objects. Not only do state machines not do any real "thinking", but they have absolutely no way of making decisions. They just...
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    2,360

    You mention using fuzzy logic and state machines...

    You mention using fuzzy logic and state machines to choose a strategy, however these are both very rough and quick approximations that work well in a fast paced game but just aren't "intelligent"...
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    2,360

    The kind of AI you use will change greatly...

    The kind of AI you use will change greatly depending on the type of game. TOdorus has outlined a few solutions but those are more for the real time first person shooter kind of games and are...
  9. Replies
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    12,623

    I am mainly against object pooling as a matter of...

    I am mainly against object pooling as a matter of principle because it has become a net performance loss in almost all other languages and instantiation is rarely even a minor bottleneck.

    Even if...
  10. Replies
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    12,623

    This has nothing to do with pooling VS creating. ...

    This has nothing to do with pooling VS creating. No matter which approach you take the same number of bullets will be in existence at any point in time. Pooling 10 bullets a second will only save...
  11. Replies
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    12,623

    But when we are talking about 10 bullets a second...

    But when we are talking about 10 bullets a second there is no way pooling is going to make any difference. The only possible way that could hurt the framerate by any measurable amount is if you let...
  12. Replies
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    12,623

    I find it highly unlikely that the speed gain was...

    I find it highly unlikely that the speed gain was due to object pooling. On my computer the following code executes in 60ms:

    var p:Point;
    for (var i:Number = 0; i < 100000; i++) {
    p = new...
  13. Replies
    72
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    12,623

    Well, it isn't like memory allocation or...

    Well, it isn't like memory allocation or deallocation will be significantly slower in Actionscript than C++ since it is a single operation. So because Actionscript is so much slower than C++,...
  14. Replies
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    3,800

    It is hard to explain the techniques that a game...

    It is hard to explain the techniques that a game like Crysis would use to render scenes just because it takes advantage of a lot of features of the GPU that have no CPU equivalent. Crysis takes...
  15. Replies
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    3,800

    That is the real issue. Here is a simplified...

    That is the real issue. Here is a simplified rundown of how the GPU works:

    You set the current states (This will essentially consist of what texture you want to draw among other properties such...
  16. Replies
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    12,623

    Memory allocation and deallocation will always be...

    Memory allocation and deallocation will always be slow processes, however in flash it won't be as much of an issue because it is both slow to begin with and has garbage collection.
  17. Replies
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    3,800

    While the flash DisplayList could be considered a...

    While the flash DisplayList could be considered a SceneGraph, it is far more primitive. To begin with, the DisplayList is a tree, not a graph. In a SceneGraph, nodes can have multiple parents and...
  18. Replies
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    3,800

    The GPU just doesn't work that way. The GPU is...

    The GPU just doesn't work that way. The GPU is fine if you want to render 500,000 triangles with the same texture and render state. Rendering a hundred quads each with a different texture would...
  19. Replies
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    3,800

    GPU Acceleration isn't something that can be...

    GPU Acceleration isn't something that can be turned on and off though. If the flash player naively did a texture change for each movieclip it had to render you would be getting performance far worse...
  20. None of your examples represent any failure of...

    None of your examples represent any failure of the garbage collector. As a matter of fact, they are the correct and logical behavior.

    I think the real problem is that people don't understand that...
  21. Replies
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    1,447

    There is no synchronization necessary here since...

    There is no synchronization necessary here since its not actually threaded.
    All that is happening is a time consuming algorithm is broken down to allow execution across multiple frames.
    This...
  22. A single model at non-interactive framerates...

    A single model at non-interactive framerates isn't really comparable.
  23. Sorry, but I'm going to have to drag this thread...

    Sorry, but I'm going to have to drag this thread back to reality.
    Flash:
    http://img408.imageshack.us/img408/9753/flashlq2.jpg

    Shockwave:
    http://img147.imageshack.us/img147/5990/shockwaveha0.jpg...
  24. Replies
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    2,616

    I will agree that Director is essentially dead,...

    I will agree that Director is essentially dead, and suggesting that you develop a 3d multiplayer game in Flash is laughable. You essentially have three options, Java, Silverlight and Unity.

    Of...
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    837

    My guess is that this is a keyboard problem. ...

    My guess is that this is a keyboard problem. Most keyboards can only register a certain number of keypresses at a time.
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