Speed Optimization, and updates for GOOPJS

October 5th, 2009

Yesterday I discovered something interesting in programming. When the owner/lead programmer of a framework/project writes code, he/she don’t optimize it after wards. The programmer just continues to develop on top of the existing code, adding enhancements, without improving the existing code.

I found an article on OSFlash that discusses how to optimize Flash’s Actionscript 3 language. There are several other links on that page that link to other developer’s blog experiences and finds on speed optimization. I HIGHLY suggest ALL developers to read and look into it, as well as doing their own speed test experiments (it can be quite fun actually).

I used the tips and tricks in the OSFlash article towards my GOOPJS framework, to optimize speed and memory. Using the keyword ‘var’ less when declaring a variable to save memory and time was a big help. It seems to run the tween method/animation a bit smoother. Other little fixes I did to save file size, was removing unneeded quotes for objects properties. I also implemented an Object called Overlay which opens a div on top of the page, a Class called AllowTabs, to allow tabs in textareas, rewrote the DOM Object to run more efficient and be called sooner, and other little small fixes.

GOOPJS still remains as one of the smallest Javascript frameworks out there, with a lot of commonly used effects, functions, methods, objects, and classes for programmers when developing their site. The others don’t have them built in (some do, some don’t). I believe MooTools is around 65KB, jQuery is around 55KB, and GOOPJS is 42KB at the moment.

Blog > GOOPJS > Javascript

Prototype RPG Game

October 3rd, 2009

This was requested. A request of a 3D RPG game. Well, what I to present to everyone isn’t a RPG game, but its a great prototype, and as you can see, it has great potential.

I am using the great Sandy 3D engine to accomplish this feat. What I really like about Sandy compared to the other flash 3D frameworks out there, is the simple, clean, and quick API. It has its drawbacks, but you usually can find a work around for it – sometimes.

In this example, all the hero does is walk around the stage, doing simple collision detection. Of course, this little stage can be expanded to be a small village with people walking around, people to talk to, items to pick up, trees, doors, etc. I might be able to get to this eventually, depends on the high demand.

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AS3 > Flash > Games > RPG