Filed under: ActionScript 3, Adobe & Gaming, Adobe AIR, Adobe Flash, Gaming, Multi-Screen Flash, Performance, Rich Internet Applications, TV apps | Tags: Adobe AIR, Adobe Flash, as3, daniel sperl, display list, DisplayObject, framework, GPU, hints, optimization, performance, Sprite, Stage3D, starling, tips, tricks, tuning
Starling is a 2D visual presentation framework that is based on Adobe’s Stage3D technology (which enables super-fast rendering using the GPU on your desktop, laptop, smart phone, tablet, TV, etc.). Make no mistake — it’s not just for gaming, but is the best way to bring screaming fast content to the desktop web, your favorite mobile devices and televisions. One interesting note about Starling is that it makes it super-easy for existing Adobe Flash and Adobe AIR developers to develop against (mirrors existing API’s in Flash). And fairly recently, it was announced that you will be able to seamlessly use Starling with Away3D — since it was recently made possible for multiple Stage3D frameworks to share the same Stage3D instance (details here).
Daniel Sperl recently presented at a CODAME event at Adobe’s SF offices. Here’s his presentation — there are some great tips here so I highly recommend reviewing this content.
Starling 2D Framework: Insider’s Tips
Filed under: 3D, ActionScript 3, Adobe AIR, Adobe Flash, Gaming, Multi-Screen Flash, Performance | Tags: adc, Adobe, Adobe AIR, adobe developer connection, Adobe Flash Player, gaming, Haxe, HaxeNME, Stage3D, starling
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I’m looking forward tonight to seeing Daniel Sperl’s presentation on the Starling 2D Framework and his insider tips for radical performance.
Also, Joshua Granick will be presenting on Haxe NME
Alec McEachran will be announcing Entity Systems.
Michelle Yaiser from Adobe will be talking about Adobe Developer Connection
It all starts @ 6:30PM PST.
To attend in person, http://codame.eventbrite.com/?ref=ecount
To attend virtually, http://live.codame.com
Filed under: ActionScript 3, Adobe & Gaming, Adobe AIR, Adobe Flash, Gaming, Multi-Screen Flash, TV apps
Filed under: ActionScript 3, Adobe & Gaming, Adobe AIR, Adobe Flash, Gaming, Multi-Screen Flash, Rich Internet Applications | Tags: Adobe AIR, Adobe Flash, archives, codex, Flash Builder, Flash Professional, Flex Builder, runtime, SDK, versions
If you need to target an older version of Adobe AIR, especially if you are targeting device platforms (such as mobile phones and TVs), things can get a little tricky when you’re trying to match up versions: of Adobe Flash Builder (which was previously known as Adobe Flex Builder), Adobe AIR, Adobe Flex SDK, and a playerglobal.swc file that corresponds to a related Flash Player version. Here’s a single resource to help you quickly find the files you need.
Filed under: 3D, ActionScript 3, Adobe & Gaming, Adobe AIR, Adobe Flash, Gaming, Multi-Screen Flash
Join us tomorrow night – 6:30 @ Adobe’s SF office to learn more about 3D in Flash from @DerSchmale and Eight Successful Game Elements with Carlos Icaza.
For more information, go to games.codame.com — while we’re booked to capacity we will be streaming the event live using Adobe Connect.
Filed under: Adobe & Gaming, Adobe AIR, Adobe Flash, Gaming, HTML5, Multi-Screen Flash | Tags: applications, AS2, as3, comparison, CSS, Flash, games, head-to-head, HTML, HTML5, infographic, JavaScript
There are several online resources that attempt to compare HTML[5] and Adobe Flash.
- Periscope‘s Second Look
- VentureBeat‘s Comparison Infographic
- Photonstorm‘s Game-Centric Comparison
- Sean Christmann‘s GUIMark3 performance benchmark
In particular, VentureBeat’s comparison sparked my interest in speaking up on this topic. I had originally written this months ago as an internal document, but hadn’t gotten around to blogging about it until now.
Filed under: 3D, ActionScript 3, Adobe Flash, Multi-Screen Flash, Rich Internet Applications | Tags: 3D, Adobe, Adobe Flash, Flash, Flash Player 11, Molehill
Molehill is a set of low-level API’s that allow Adobe Flash (and Adobe AIR) developers to be able to generate complex 2D, 2.5D and 3D graphics and aniimations highly efficiently — assuming that the appropriate GPU hardware exists on that platform and that Adobe Flash supports this platform.
Filed under: ActionScript 3, Adobe AIR, Multi-Screen Flash, Rich Internet Applications | Tags: Adobe AIR, configuration management, desktop, mobile, native applications, scalability, XML

Disclaimer: The opinions expressed herein are my own and do not represent my employer’s views. My statements should not be considered official or sanctioned by my employer or any other organization I’m affiliated with.
Filed under: ActionScript 3, Adobe AIR, Multi-Screen Flash, Rich Internet Applications | Tags: Android, application, device, Froyo, glossary, iPhone, machine code, mobile, native, native application, over-loaded, pure, symantics, terminology
I’m finding that the term ‘native application’ is overloaded — and that there is the opportunity for mis-communication — particularly when talking about native applications for Android phones.
















