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RaptorClaw
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« on: June 27, 2012, 08:29:02 AM »

Hey Dudes,

I really really love the AS3 library FlashPunk for all my 2D game needs, but unfortunately FlashPunk doesn't support any of the new Stage3D (hardware accelerated) features so if you need tons of sprites on the screen at 60fps the current FlashPunk simple won't do. That's why I've taken a stab at porting the essence of FlashPunk to the popular Stage3D Starling framework.

Check out the very uncreatively named StarlingPunk:
http://www.andysaia.com/radicalpropositions/starlingpunk/

I'm really interested in hearing feedback from the community so let me know if you have any feature requests, questions or suggestions.
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JMickle
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« Reply #1 on: June 27, 2012, 12:17:09 PM »

so if you need tons of sprites on the screen at 60fps the current FlashPunk simple won't do.
Really? I find the amount of sprites doesn't affect the performance too much in FlashPunk for me. My bottlenecks are elsewhere whenever I find them (rarely, and usually in some of my badly written loops)

I'd love to see some benchmarking to see where the differences lay, though.
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tametick
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« Reply #2 on: June 27, 2012, 12:33:30 PM »

My bottlenecks are elsewhere whenever I find them (rarely, and usually in some of my badly written loops)

on air for ios?
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JMickle
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« Reply #3 on: June 27, 2012, 12:39:05 PM »

ah well now we're talking about a whole different ballpark Wink I've only ever worked on v. small projects on mobile and used the standard libraries for those.
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tametick
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« Reply #4 on: June 27, 2012, 12:41:24 PM »

ah well now we're talking about a whole different ballpark Wink I've only ever worked on v. small projects on mobile and used the standard libraries for those.

Yeah I kinda assumed he was talking about mobile air, since performance is not really an issue for flashpunk on desktop flash Smiley
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ChevyRay
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« Reply #5 on: June 27, 2012, 02:54:32 PM »

A good (and fairly easy) alternative is to just simply hack the Graphic objects in FlashPunk to use Bitmaps on a display list instead and use GPU rendering mode. This allows you to switch to a mobile-friendly setup really easily without having to change your game code at all too.

I did it for one of my student's projects, only took me about an hour to switch 'em over (then again, I'm intimately familiar with the library).

This is a cool initiative though.
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Hima
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« Reply #6 on: June 27, 2012, 08:43:43 PM »

Though uncreative, I kinda like the name though :D I've played around with Starling and really wish I could use Flashpunk style with Stage3D. Thanks for this!

A good (and fairly easy) alternative is to just simply hack the Graphic objects in FlashPunk to use Bitmaps on a display list instead and use GPU rendering mode. This allows you to switch to a mobile-friendly setup really easily without having to change your game code at all too.

I did it for one of my student's projects, only took me about an hour to switch 'em over (then again, I'm intimately familiar with the library).

This is a cool initiative though.
Would it be possible for you to share that part of the code on github or on FlashPunk forum? Maybe someone can take it further and setup something that you can choose what kind of display system you want to use when you initialize FlashPunk.

Also, Bitmap on DisplayList and GPU rendering mode is not the same as Stage3D, right? It's been a while so I'm not sure if I got this correctly.
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RaptorClaw
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« Reply #7 on: June 27, 2012, 09:04:50 PM »

@JMickle I should have clarified what I meant by "tons" I mean thousands and thousands of sprites. FlashPunk is way faster then normal non-blitted displaylist but stage3D is a beast of its own. Check out this 2D benchmark: http://www.bytearray.org/?p=4074

And yes I'm doing a lot more mobile work making performance an even greater concern.
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Moczan
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« Reply #8 on: June 28, 2012, 01:03:33 AM »

@JMickle I should have clarified what I meant by "tons" I mean thousands and thousands of sprites. FlashPunk is way faster then normal non-blitted displaylist but stage3D is a beast of its own. Check out this 2D benchmark: http://www.bytearray.org/?p=4074

And yes I'm doing a lot more mobile work making performance an even greater concern.

To add to that, Stage3D makes alpha blending and rotation almost free, that's the real bottleneck on CPU rendering, cause you can already achieve hundreds of non-rotated, non-alphablended images (but probably not in the thousands range that Stage3D will let you). It really pushed the possibilities for stuff like particles without worrying about performance.

I got to 10 000 bunnies at stable 60fps on that benchmark.
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tametick
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« Reply #9 on: June 29, 2012, 09:30:28 AM »

I did it for one of my student's projects, only took me about an hour to switch 'em over (then again, I'm intimately familiar with the library).

I'd like to second the request for sharing that code!
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