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	<title>Comments on: Fastest Frame Rates with Optimized Rendering</title>
	<atom:link href="http://www.gamepoetry.com/blog/2008/10/17/fastest-frame-rates-with-optimized-rendering/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gamepoetry.com/blog/2008/10/17/fastest-frame-rates-with-optimized-rendering/</link>
	<description>The art, science and business of independent game development</description>
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		<item>
		<title>By: urbansquall</title>
		<link>http://www.gamepoetry.com/blog/2008/10/17/fastest-frame-rates-with-optimized-rendering/comment-page-1/#comment-4034</link>
		<dc:creator>urbansquall</dc:creator>
		<pubDate>Fri, 12 Jun 2009 15:01:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/10/17/fastest-frame-rates-with-optimized-rendering/#comment-4034</guid>
		<description>&lt;p&gt;That is correct.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>That is correct.</p>]]></content:encoded>
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	<item>
		<title>By: David</title>
		<link>http://www.gamepoetry.com/blog/2008/10/17/fastest-frame-rates-with-optimized-rendering/comment-page-1/#comment-4033</link>
		<dc:creator>David</dc:creator>
		<pubDate>Fri, 12 Jun 2009 15:00:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/10/17/fastest-frame-rates-with-optimized-rendering/#comment-4033</guid>
		<description>&lt;p&gt;You still don&#039;t have access to scale, alpha, or rotation with the Bitmap class and addChild(), do you?&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>You still don&#8217;t have access to scale, alpha, or rotation with the Bitmap class and addChild(), do you?</p>]]></content:encoded>
	</item>
	<item>
		<title>By: urbansquall</title>
		<link>http://www.gamepoetry.com/blog/2008/10/17/fastest-frame-rates-with-optimized-rendering/comment-page-1/#comment-3842</link>
		<dc:creator>urbansquall</dc:creator>
		<pubDate>Tue, 02 Jun 2009 15:49:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/10/17/fastest-frame-rates-with-optimized-rendering/#comment-3842</guid>
		<description>&lt;p&gt;Yes! :)&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Yes! <img src='http://www.gamepoetry.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>]]></content:encoded>
	</item>
	<item>
		<title>By: Alex</title>
		<link>http://www.gamepoetry.com/blog/2008/10/17/fastest-frame-rates-with-optimized-rendering/comment-page-1/#comment-3835</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Tue, 02 Jun 2009 10:42:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/10/17/fastest-frame-rates-with-optimized-rendering/#comment-3835</guid>
		<description>&lt;p&gt;Okies, the only problem is that looks like it is impossible to derive a class directly from DisplayObjectContainer class, and I should derive my class from Sprite class instead. With these details, is your answer to my original question still Yes? :)&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Okies, the only problem is that looks like it is impossible to derive a class directly from DisplayObjectContainer class, and I should derive my class from Sprite class instead. With these details, is your answer to my original question still Yes? <img src='http://www.gamepoetry.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>]]></content:encoded>
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	<item>
		<title>By: urbansquall</title>
		<link>http://www.gamepoetry.com/blog/2008/10/17/fastest-frame-rates-with-optimized-rendering/comment-page-1/#comment-3692</link>
		<dc:creator>urbansquall</dc:creator>
		<pubDate>Fri, 29 May 2009 17:11:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/10/17/fastest-frame-rates-with-optimized-rendering/#comment-3692</guid>
		<description>&lt;p&gt;Sounds like it will work and Serenity play fine as well. :)&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Sounds like it will work and Serenity play fine as well. <img src='http://www.gamepoetry.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>]]></content:encoded>
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	<item>
		<title>By: Alex</title>
		<link>http://www.gamepoetry.com/blog/2008/10/17/fastest-frame-rates-with-optimized-rendering/comment-page-1/#comment-3691</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Fri, 29 May 2009 17:09:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/10/17/fastest-frame-rates-with-optimized-rendering/#comment-3691</guid>
		<description>&lt;p&gt;Ok, got it, many thanks! :)&lt;/p&gt;

&lt;p&gt;One more question on the same topic: I want to z-order my game objects in several layers, so that I actually don&#039;t care how objects are ordered within one layer, but I need to be sure that layer1 objects are always drawn before layer2 objects.&lt;/p&gt;

&lt;p&gt;After reading the docs I see this kind of solution - I derive a class GameObjectsLayer from the DisplayObjectContainer. So my GameLevel object instance will have several GameObjectsLayer instances, and each of game objects will be a child of one of these layer objects.&lt;/p&gt;

&lt;p&gt;Please tell if I&#039;m on the right path! Also, I wonder if this solution will co-work nicely your Serenity framework?&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Ok, got it, many thanks! <img src='http://www.gamepoetry.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>

<p>One more question on the same topic: I want to z-order my game objects in several layers, so that I actually don&#8217;t care how objects are ordered within one layer, but I need to be sure that layer1 objects are always drawn before layer2 objects.</p>

<p>After reading the docs I see this kind of solution &#8211; I derive a class GameObjectsLayer from the DisplayObjectContainer. So my GameLevel object instance will have several GameObjectsLayer instances, and each of game objects will be a child of one of these layer objects.</p>

<p>Please tell if I&#8217;m on the right path! Also, I wonder if this solution will co-work nicely your Serenity framework?</p>]]></content:encoded>
	</item>
	<item>
		<title>By: urbansquall</title>
		<link>http://www.gamepoetry.com/blog/2008/10/17/fastest-frame-rates-with-optimized-rendering/comment-page-1/#comment-3656</link>
		<dc:creator>urbansquall</dc:creator>
		<pubDate>Thu, 28 May 2009 20:08:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/10/17/fastest-frame-rates-with-optimized-rendering/#comment-3656</guid>
		<description>&lt;p&gt;Alex, that&#039;s definitely one way to do it. :)&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Alex, that&#8217;s definitely one way to do it. <img src='http://www.gamepoetry.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>]]></content:encoded>
	</item>
	<item>
		<title>By: Alex</title>
		<link>http://www.gamepoetry.com/blog/2008/10/17/fastest-frame-rates-with-optimized-rendering/comment-page-1/#comment-3640</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Thu, 28 May 2009 13:25:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/10/17/fastest-frame-rates-with-optimized-rendering/#comment-3640</guid>
		<description>&lt;p&gt;Respect to you guys - your tutorials/code are just great! (As are your games! ;)&lt;/p&gt;

&lt;p&gt;A quick question: In case of using approach #3, what is an optimal way to animate bitmaps? Maybe something like this is tick() function:&lt;/p&gt;

&lt;p&gt;this.bitmapData = m_AnimFrames[m_CurFrame];&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Respect to you guys &#8211; your tutorials/code are just great! (As are your games! <img src='http://www.gamepoetry.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>

<p>A quick question: In case of using approach #3, what is an optimal way to animate bitmaps? Maybe something like this is tick() function:</p>

<p>this.bitmapData = m_AnimFrames[m_CurFrame];</p>]]></content:encoded>
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	<item>
		<title>By: David</title>
		<link>http://www.gamepoetry.com/blog/2008/10/17/fastest-frame-rates-with-optimized-rendering/comment-page-1/#comment-1965</link>
		<dc:creator>David</dc:creator>
		<pubDate>Mon, 13 Apr 2009 16:52:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/10/17/fastest-frame-rates-with-optimized-rendering/#comment-1965</guid>
		<description>&lt;p&gt;Interesting. For me (using the downloaded SWF), the copyPixels method seems to be an average of 60 fps (very constant) while the built-in bitmap renderer seems to fluctuate a lot more, with an average fps in the 40s.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Interesting. For me (using the downloaded SWF), the copyPixels method seems to be an average of 60 fps (very constant) while the built-in bitmap renderer seems to fluctuate a lot more, with an average fps in the 40s.</p>]]></content:encoded>
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