Stephen Calender Programming Blog


A Glimpse Inside Adobe

Tags: ActionScript 3.0, Opinion.

One of my big goals when looking for a new job was to seek out someone that knew more about Flash than I did. In my interviews I encountered many bright and knowledgeable individuals; however, I believe I struck gold at Game Show Network’s Facebook development team. I am working side by side with a fellow named Rob Dixon, Rob was on the Adobe Flash team from 2003 – 2010 and additionally co-wrote several manuals and language references on Flash and ActionScript 3.0. Full Article

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Faster Rectangle Class

Tags: ActionScript 3.0, Optimization.

“An underlying theme I have discovered with Flash is that you are often better off writing your own code than trusting Adobe’s classes and functions, data structures are no exception.” – taken from my flash particle system article

After the launch and first few patches of Lego Universe, work at NetDevil has calmed down enough that I have the time and energy to explore private projects again. The current project I am working on is large and it is still in the design, test, research phase since it needs to very optimized. I saw that I was going to be doing quite a few rectangle intersects and intersection operations (the function that determines whether two rectangles overlap and the function that returns the overlapping rectangle respectively) so I took a look at the speed of Flash’s native rectangle class. I clocked Flash’s intersects function speed at over 150 simple operations (adds, multiplies, and accessing class members all count as one simple operation from my benchmarking series). I thought to myself “I can do better than that” – I was right, and I managed to write a faster intersection function too (free code).

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Flash Particle System

Tags: ActionScript 3.0, Optimization.




A particle system is the quintessential video game effect used for clouds, fog, mist, smoke, rain, snow, fire, explosions, dust, debris, sparks, magic, spray, splatter, and other phenomenon. They have been around since the early 1980s, William T. Reeves is the inventor, but its most notable debut to the public was when the group that eventually became Pixar (employed by Lucasfilm Ltd. at the time) used a particle system in Star Trek: The Wrath of Khan (1982) for the ‘genesis effect’. It is mystifying that such a classic creative tool is missing from Flash.

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Better Random Number Generation: Mersenne Twister 19937

Tags: ActionScript 3.0.

Math.random() is the bane of many Flash game developers, and in this article I am going to help you work around it (free code).
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Flash Render Profiling

Tags: ActionScript 3.0.

Flash Render Profiling Demo

Use this tool and purge your projects of lethargic art assets!

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A Programmer’s Postmortem: Lincoln Era White House

Tags: ActionScript 3.0, Project, Semiotic Technologies, Students.

White House Project Featured in:
Pittsburgh Post-Gazette
Pop City Blog
PittsBlog
Tech Burgher Blog
and on AM 1360 WMNY The American Entrepreneur 2/28/09 “Ron Morris talks with Todd Waits”

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Top Ten ActionScript Performance Tips

Tags: ActionScript 3.0.

These are tips I have personally used and have indisputable results. Of all the things you can do to improve performance these are the most effective and efficient changes that you can make. Full Article

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Benchmarking: Results

Tags: ActionScript 3.0, Optimization.

Sweet Sweet Benchmarking A speed comparison across all trials. If you would like to view the full results they are available in cvs, htm, and xls formats.

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Benchmarking: Graphics

Tags: ActionScript 3.0, Optimization.

These trials are concerned with rendering speed as well as common manipulations and methods of art assets. Full Article

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Benchmarking: Data Structure Speed

Tags: ActionScript 3.0, Optimization.

Data structure trials focus on comparing speeds of variables, object types, classes, and the speed at which you can access and modify your data. Full Article

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