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Game Development in Flash and Java

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4

Oct

Copying arrays, need speed?

Posted by Nick Wiggill  Published in ActionScript 3

I’ve added this one to the ActionScript Optimisations page:
http://agit8.turbulent.ca/bwp/2008/08/04/flash-as3-optimization-fastest-way-to-copy-an-array/

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3

Oct

Memoisation: Give me space, take your time

Posted by Nick Wiggill  Published in ActionScript 3

…Or vice versa. Memoisation is another option for those doing optimisation, and unlike the others you can find on the ActionScript Optimisations page, this one is more algorithmic than syntactical in nature.
In cases where you call an expensive function multiple times with the same parameters, you can cache the results of that function call using [...]

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3

Oct

Managing entities effectively in Flash games

Posted by Nick Wiggill  Published in ActionScript 3

Here’s some Very Relevant Information for those serious about maintainable game code: Game Poetry. (Quality articles all round over there, I may have to add this one to the blogroll…)
At some point if you’re planning on making bigger and better games, you’re going to need an effective entity management core in place. Whilst nothing like [...]

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