Performance optimization checklist for Flash Lite game / application development
Tips for optimizing ActionScript
Spread out initialization across movie and not all on Frame 1, doing to much in the first frame like slowdown the start of the application
Using gotoAndPlay() still loads content in the frames you skip, so use separate movie clips and link it via Actionscript
Garbage collection should occur every 60 seconds or on 20% memory spike, so manually remove objects and variables when they are no longer required, like clearing setIntervals, listeners etc., before removing movie clips for which it is assigned.
Variables local to functions are processed faster than global variables, so use the var keyword wherever possible.
Pre-calculate values using Math and store for access later, so try and minimize the use of Math and floating point numbers
Remove smaller loops and write each iteration separately
Use XML carefully and in small chunks, if possible, use simple name/value pairs for data. But light-weight data is good for your application and costs users less
Avoid using _alpha = 0, _visiblity = 0, instead hide remove MovieClips
Experiment with frame rates, starting with 10, 16, 24 or 32. Calibrate device profiles in Device Central CS4. Testing in Device Central CS4 gives 80% realistic performance as per the targeted device
Always test on a real device
Tips for optimizing visual assets
Optimize artwork prior to bringing it into Flash
Import gradients as bitmaps rather than vectors. Linear gradients easier to render than radial
JPG’s decompression can slowdown performance, so consider PNG’s wherever possible
Minimize areas of transparency inside PNG’s
Avoid rotating or scaling of bitmaps, Flash lite doesn’t support bitmap smoothing
If you are using vector shapes, try to keep simple as possible. Use Modify -> Shape -> Optimize
Corners and straight lines are easier to render than curves
Convert vector strokes and outlines to fills
Consider replacing small vector graphics with bitmaps
Use Graphic symbols over Movie clips where possible
Tags: applications, checklist, Flash lite, flash programming, mobile games, Performance optimization
This entry was posted
on Thursday, January 7th, 2010 at 9:50 am and is filed under Game development, Mobile Content.
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