Improving Performance with Animated Bitmaps
The built in MovieClip class is slow and bloated. For most high performance situations in a dynamic real time game, it is not going to going to perform well enough if we have lots of intense animations. Today’s article is going to try and establish a specification for an Animation library that uses BitmapDatas for [...]
A Class for Managing BitmapDatas
BitmapDatas are a necessary part of a high performance game engine. Sometimes we can get away with haphazard BitmapData management, but more often than not, we need to be aware of where and how we are instantiating BitmapDatas so we can keep track of them and free up memory as appropriate. We also want to [...]


