<?xml version="1.0" encoding="UTF-8"?><!-- generator="WordPress/2.6.1" -->
<rss version="0.92">
<channel>
	<title>Visual Harmonics</title>
	<link>http://www.visualharmonics.co.uk</link>
	<description>Game Development in Flash and Java</description>
	<lastBuildDate>Sat, 04 Oct 2008 15:17:21 +0000</lastBuildDate>
	<docs>http://backend.userland.com/rss092</docs>
	<language>en</language>
	
	<item>
		<title>Copying arrays, need speed?</title>
		<description>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/ </description>
		<link>http://www.visualharmonics.co.uk/actionscript-3/copying-arrays-need-speed/</link>
			</item>
	<item>
		<title>Memoisation: Give me space, take your time</title>
		<description>...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 ...</description>
		<link>http://www.visualharmonics.co.uk/actionscript-3/memoisation-give-me-space-and-take-your-time/</link>
			</item>
	<item>
		<title>Managing entities effectively in Flash games</title>
		<description>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 ...</description>
		<link>http://www.visualharmonics.co.uk/actionscript-3/managing-entities-effectively-in-flash-games/</link>
			</item>
</channel>
</rss>
