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Keep Your Flash Project’s Memory Usage Stable With Object Pooling

Keep Your Flash Project’s Memory Usage Stable With Object Pooling

Memory usage is an aspect of development that you really have to be careful about, or it might end up slowing down your app, taking up a lot of memory or even crashing everything. This tutorial will help you to avoid those bad potential outcomes!

Quick Tip: Fixing V-Sync (“Tearing”) Issues in Flash

Quick Tip: Fixing V-Sync (“Tearing”) Issues in Flash

In today’s (Very) Quick Tip, you’ll learn how to solve the common problem of flickering or tearing. This is a horrible effect in Flash where bitmaps flicker as they are updated, or appear to tear into two images (as in the thumbnail).

Simple Harmonic Motion and Its Applications in Games – Tuts+ Premium

Simple Harmonic Motion and Its Applications in Games – Tuts+ Premium

Premium members: here’s this week’s tutorial. Simple harmonic motion is a type of movement commonly used to describe pendulums and springs. In this tutorial, you’ll learn the concepts behind this type of motion, and understand the many different ways you can apply this in your games: from an animated health warning, to the motion of attacking enemy ships.

Understanding Affine Transformations With Matrix Mathematics

Understanding Affine Transformations With Matrix Mathematics

Inspired by Prof. Wildberger in his lecture series on linear algebra, I intend to implement his mathematical ideas with Flash. We shall not delve into the mathematical manipulation of matrices through linear algebra: just through vectors. This understanding, although diluting the elegance of linear algebra, is enough to launch us into some interesting possibilities of 2×2 matrix manipulation. In particular, we’ll use it to apply various shearing, skewing, flipping, and scaling effects to images at runtime.


This entry is part 11 of 12 in the You Do The Math Session
Collision Detection and Reaction

Collision Detection and Reaction

Game development often requires being able to detect more information than just, “two objects are overlapping”. We need to know how much they are overlapping, where they are overlapping, and what types of objects they are. We need to process this quickly, for games where hundreds of objects could be overlapping at any given point. And we need to calculate how the objects should respond to this overlap: should they bounce, slide, or explode?

Squeezing More Juice Out of the Flash Player

Squeezing More Juice Out of the Flash Player

In this tutorial you’ll build an extreme particle system whilst learning how to squeeze more efficient goodness out of the Flash Player than you ever thought possible!

Pixel-Level Collision Detection

Pixel-Level Collision Detection

Up until now, our collision detection methods have been mathematically based. Although this is helpful, there are cases where the mathematical approach is just not worth it, such as with an irregular, organic shape – the computations required are too complex and expensive to justify. Instead, we can check each individual pixel of the shapes. This is also an expensive approach, but it can at least be optimised.


This entry is part 5 of 8 in the Collision Detection and Reaction Session
Number Systems: An Introduction to Binary, Hexadecimal, and More

Number Systems: An Introduction to Binary, Hexadecimal, and More

Ever see crazy binary numbers and wonder what they meant? Ever see numbers with letters mixed in and wonder what is going on? You’ll find out all of this and more in this article. Hexadecimal doesn’t have to be scary.

Build an HTML5 MP3 Player With SoundManager 2 – Tuts+ Premium
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Build an HTML5 MP3 Player With SoundManager 2 – Tuts+ Premium

It’s time for another Premium tutorial! This week, James Tyner will walk you through the process of building an HTML5 MP3 player, step by step, with the SoundManager 2 library, jQuery, and a little help from Flash (for extra audio functionality).

Circular Motion in AS3: Make One Moving Object Orbit Another

Circular Motion in AS3: Make One Moving Object Orbit Another

Having one object orbit another is a movement mechanic that’s been used since the early gaming era, and it remains handy to this very day! In this Quick Tip we will explore the mathematical function for orbiting, see how to modify it, and look at practical uses in actual game design.


This entry is part 10 of 12 in the You Do The Math Session
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