Stage3d/Starling/ND2D FLA hybrid framescript possible?

LS,

I need a few questions answered here before that I dare not consider porting/integration stage3d with nd2d or Starling or something else in my application.
I'm between a rock and a hard place and any help will be greatly appreciated.

I have an application with 2 images containing a quantity of code humungus.
I fear having to redo all the style of OBJECT-oriented programming and/but I'm looking for some recent performance enhancements.
All the gfx to stage3d the porting seems a good plan.

Q: can I add a mainclass name to my .fla and incorporate all of the stage3d code in this main class so it will become generally available in my framescript.

CPU will do so only gfx AI movement and control.

Q: or is anyway to do this with stage3d. But still access the native displaystuff to my hud, menus and more.


Q: it works like a window under the native stage? I can always create an ol'skool hud with the text of the partition and other things?

Reason:
Lines of code now exceed 6000. terrible yes I know, but its extremely optimized for speed.
Passage by the Profiler showed that 90 + % of memory is used by the vector class now. So it's good, I guess.

Still...

As soon as a large number of NPCS to appear in view at the same time start displaylistgfx compete with the AImodule for CPU-cycles it slows down just too.

I've tweaked to try to balance it.
The best results are either:

-Player and scroll are smooth but NPC is doubtful and HAVE low

-All scrolls smoothly, NPC is smart and quick, but they take so much time my touch interface is so bad its almost a game turn.

Outsource all the gfx on the GPU seems to be my only option now for the last tweak to speed I need.

Please advice,

Concerning the highest

Mac

If you place the code in an .as file, it is substantially similar to simply put javascript in a .js file, etc.. It's just put the code in another file, and then import it.

for example SomeClass.as:

package {}

import flash.display.Sprite;

extend any DisplayObject instance to access the scene

SerializableAttribute public class test extends Sprite {}

public void SomeClass()}

any initialization code here, if necessary

}

make a service more accessible to your script in frame

public void SomeFunction (): String {}

return "Hello World!";

}

}

}

Then in your first picture you include the external file, for example:

Import test;

Then instantiate:

var someReference:SomeClass = new SomeClass();

Then you can use:

trace (someReference.someFunction ()); traces of Hello World!

Nothing much to it. Separating the code can help a lot, especially for debugging. Heck, I wouldn't even dare want to see what scrolling is in this framework script haha.

As long as you extend a DisplayObject class (as I extended the Sprite, but you also have to extend MovieClip) then it will have access to the scene. So, you have access to Stage3D.

As your optimizations, I am sure that you are using a sprite technique with your game. Which means not real 3d 'real '. If yes then Starling (the frame 2d that uses Stage3D for speed) is your best option. However, it is extremely simple. It strives to be a little similar to the concept of display list, but you will have to learn the differences.

In the end, the CPU is considerably limited compared to the GPU when it comes to this kind of work. Unloading to the GPU is a good idea. But the road in front of you is a little long, full to learn about sprite sheets and a GPU framework.

A simple trick that can increase performance from the start is to ensure that all items in your library extend the Sprite class. This means that when you open the properties for one of your display objects (enemies and all the graphics on the screen), if they have not a timeline to animate , then in the entry where it is said what class they should extend, change of flash.display.MovieClip at flash.display. Sprite and you can see a performance bump. Once again, only for elements that do not have the chronology, as dynamic elements of hud, upgrade only via code, etc.

Tags: Adobe Animate

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