[Tweener] Tweens group current state

Patrick J. Jankun p at jankun.org
Thu Aug 7 03:04:55 PDT 2008


Thanks for that answer, this clears a lot of questions, i couldn't  
answer earlier, since my happy ISP
is happy with putting it's smtp servers down from time to time..

On Aug 2, 2008, at 5:52 AM, Zeh Fernando wrote:

>> PRERENDERING some stuff into btimap and use those later! Great idea  
>> btw! This would make some heavy sfx that normally eats-out the cpu  
>> run smooth, wow,
>> i never thought about that in this terms!
>> Zeh, you got any live examples of prerendering animations into  
>> bitmaps with tweener?
>
> None that I can link to. The one I mentioned was first suggested by  
> Mr. Doob (Ricardo Cabello), he needed a single animation where every  
> frame was saved to a bitmap. It was actually the first time I saw a  
> really serious reason for .useFrames.
>
>
>> What kind of "optimization" should i consider when animating a lot  
>> of stuff on screen?
>> I know that's a bit off-topic, but you got the experience and  
>> knowledge i definitely lack :-)
>
> I don't think there's any kind of magic solution here. It's  
> basically avoid redrawing what's not needed, and make sure what's  
> NEEDED is drawn in the easiest way possible.
>
> Try to keep the 'dirty rectangle' (the area that needs to be  
> redrawn) as small as possible, avoid things that may sound simple  
> but are actually quite expensive to draw (gradients and pretty much  
> every kind of vector - bitmaps are always faster than vectors),  
> avoid as many polygon 'edges' as possible (they require  
> antialiasing), text is also very expensive, use cacheAsBitmap with  
> caution (it may help as well as it may break your animation), be  
> careful with blending modes (sometimes you can simulate them without  
> having to use them, so get rid of unnecessary "multiplies" or  
> "screens"), ALWAYS use scrollRect instead of boxed masks if you can  
> (it forces you to use rounded transformation values), if a filter  
> has to be redrawn every frame be sure to use some low filter quality  
> as well as making it as small as possible, be sure to hide stuff  
> with visible=false instead of alpha=0, ... etc.
>
> Really, it's a matter of testing different approaches and making  
> things as simple as possible. Test to see what's slow and what  
> applies or not if you're doing something that's not fast enough.  
> Even the stuff I mentioned above may not be true under certain  
> circumstances.
>
> With Tweener, using .rounded:true (rounded values) helps, SPECIALLY  
> with Flash Lite; and using .skipUpdates:1 (or higher) also helps if  
> there's some kind of specific tweening that requires major  
> processing (like redrawing a filter) and you want it to have a lower  
> "framerate" than the other tweenings (skipUpdates:1 makes it skip 1  
> rendered frame for every frame update, so it drops the tween value  
> update frequency in half).
>
> Zeh
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