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i'm the author of the benchmarks spreadsheet. The algorithms i used for benchmarking are from a set of opensource compiler benchmarking code from Adobe themselves. I also runned some of the netlib benchmark algorithms. Blog post : http://www.heliereric.com/fr/article/adobe-alchemy-benchmarks Sources : https://github.com/ricovitch/FlasCC-Benchmarks


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http://www.adobe.com/devnet/games/articles/flascc-tips-tricks.html Adjust Java memory allocation Although it is strongly recommended that you use 64-bit Java with flascc, some developers have been able to use 32-bit Java for certain, small applications. In this case, if the machine has limited memory, you may need to reduce the Java heap specification (the ...


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My guess is that they are forward-looking and see that a 64-bit build will be needed eventually (esp. related to stuff like unreal engine), and don't want the hassle of supporting both 32bit and 64bit versions.


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64bit does not only mean access to more memory, it also means larger word size. So larger instructions. I'm not sure why FlasCC requires it, but it clearly does (as shown in the minumum system requirements). I was able to run the demo on both x86 (32 bit) and x64 (64 bit) systems. So it appears the 64 bit is only required for the compiler.


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Rendering speed for 3D FlasCC games/apps is likely to be similar to C++ apps for obvious reasons - the actual rendering takes place on the GPU. Flash includes a cross-platfrom shader language (AGAL) to describe GPU kernels (programs run per pixel on the GPU). For CPU/computing speeds however, my tests have shown that the Alchemy toolkit at its best reaches ...



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