<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	>

<channel>
	<title>Visual Harmonics</title>
	<atom:link href="http://www.visualharmonics.co.uk/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.visualharmonics.co.uk</link>
	<description>Game Development in Flash and Java</description>
	<pubDate>Sat, 04 Oct 2008 15:17:21 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.6.1</generator>
	<language>en</language>
			<item>
		<title>Copying arrays, need speed?</title>
		<link>http://www.visualharmonics.co.uk/actionscript-3/copying-arrays-need-speed/</link>
		<comments>http://www.visualharmonics.co.uk/actionscript-3/copying-arrays-need-speed/#comments</comments>
		<pubDate>Sat, 04 Oct 2008 14:22:23 +0000</pubDate>
		<dc:creator>Nick Wiggill</dc:creator>
		
		<category><![CDATA[ActionScript 3]]></category>

		<guid isPermaLink="false">http://www.visualharmonics.co.uk/?p=54</guid>
		<description><![CDATA[I&#8217;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/
]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve added this one to the ActionScript Optimisations page:</p>
<p><a href="http://agit8.turbulent.ca/bwp/2008/08/04/flash-as3-optimization-fastest-way-to-copy-an-array/">http://agit8.turbulent.ca/bwp/2008/08/04/flash-as3-optimization-fastest-way-to-copy-an-array/</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.visualharmonics.co.uk/actionscript-3/copying-arrays-need-speed/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Memoisation: Give me space, take your time</title>
		<link>http://www.visualharmonics.co.uk/actionscript-3/memoisation-give-me-space-and-take-your-time/</link>
		<comments>http://www.visualharmonics.co.uk/actionscript-3/memoisation-give-me-space-and-take-your-time/#comments</comments>
		<pubDate>Fri, 03 Oct 2008 20:21:19 +0000</pubDate>
		<dc:creator>Nick Wiggill</dc:creator>
		
		<category><![CDATA[ActionScript 3]]></category>

		<guid isPermaLink="false">http://www.visualharmonics.co.uk/?p=49</guid>
		<description><![CDATA[&#8230;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 [...]]]></description>
			<content:encoded><![CDATA[<p>&#8230;Or vice versa. Memoisation is another option for those doing optimisation, and unlike the others you can find on the <a href="http://www.visualharmonics.co.uk/actionscript-optimizations/">ActionScript Optimisations page</a>, this one is more algorithmic than syntactical in nature.</p>
<p>In cases where you call an expensive function multiple times with the same parameters, you can cache the results of that function call using the parameters as a dictionary/hashtable key.</p>
<p>Go  get the <a href="http://www.tom-carden.co.uk/2008/01/07/optimising-actionscript-3/">full story</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.visualharmonics.co.uk/actionscript-3/memoisation-give-me-space-and-take-your-time/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Managing entities effectively in Flash games</title>
		<link>http://www.visualharmonics.co.uk/actionscript-3/managing-entities-effectively-in-flash-games/</link>
		<comments>http://www.visualharmonics.co.uk/actionscript-3/managing-entities-effectively-in-flash-games/#comments</comments>
		<pubDate>Fri, 03 Oct 2008 20:14:23 +0000</pubDate>
		<dc:creator>Nick Wiggill</dc:creator>
		
		<category><![CDATA[ActionScript 3]]></category>

		<guid isPermaLink="false">http://www.visualharmonics.co.uk/?p=47</guid>
		<description><![CDATA[Here&#8217;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&#8230;)
At some point if you&#8217;re planning on making bigger and better games, you&#8217;re going to need an effective entity management core in place. Whilst nothing like [...]]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s some Very Relevant Information for those serious about maintainable game code: <a href="http://www.gamepoetry.com/wpress/2008/05/16/an-entity-framework-for-games/">Game Poetry</a>. (Quality articles all round over there, I may have to add this one to the blogroll&#8230;)</p>
<p>At some point if you&#8217;re planning on making bigger and better games, you&#8217;re going to need an effective entity management core in place. Whilst nothing like what we see in C++ titles, the nice thing about Flash is that it tends to whittle away the concepts to the very basics, due to it&#8217;s performance considerations.</p>
<p>Of course, games are not the only place you are likely to find this, as evidenced by the author&#8217;s running example.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.visualharmonics.co.uk/actionscript-3/managing-entities-effectively-in-flash-games/feed/</wfw:commentRss>
		</item>
	</channel>
</rss>
