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You could have a multi-map of sprites in which their key is the texture, then when rendering, go through each key in the map and render each group of sprites that are associated with that texture. If sprites all share the same texture then you can represent every sprite with two triangles and texture coordinates, which means you can draw all sprites that use ...


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Is there any way of pretending that a depth buffer is a BGRA texture (by creating a texture that overlaps the depth buffer in memory, maybe), or will the API not allow that? If it will, you can decode the depth value in the pixel shader by working out which three channels contain the depth value, which ones are the high/middle/low bytes of the value, and ...


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You might want to check out ReMx, it's a 2D game dev framework for Molehill, and there is Away3D for 3D graphics with Molehill.


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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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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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