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Make the Smart Choice So That Your User Doesn’t Have To (3/3)

This is final part of a three part series. You may want to check out part 1 and part 2.
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Make the Smart Choice So That Your User Doesn’t Have To (2/3)

This is part two of the series. You may want to check out part 1 first.

Make the Smart Choice So That Your User Doesn’t Have To (1/3)

This is one of those high level rules that applies across a wide range of topics. It has application in everything from how you approach your user-interface, to your attitudes towards options screens and even as far reaching as API design. The basic premise is that developers often hide their inability to make the smart [...]

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 [...]