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	<title>
	Comments on: Blitting &#038; Double Buffering for Tile Based Games in Flash &#038; Flex: Part 1 of 3	</title>
	<atom:link href="https://jessewarden.com/2005/11/blitting-double-buffering-for-tile-based-games-in-flash-flex-part-1-of-3.html/feed" rel="self" type="application/rss+xml" />
	<link>https://jessewarden.com/2005/11/blitting-double-buffering-for-tile-based-games-in-flash-flex-part-1-of-3.html</link>
	<description>Software &#124; Fitness &#124; Gaming</description>
	<lastBuildDate>Sun, 18 Dec 2005 22:48:26 +0000</lastBuildDate>
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	<item>
		<title>
		By: ian		</title>
		<link>https://jessewarden.com/2005/11/blitting-double-buffering-for-tile-based-games-in-flash-flex-part-1-of-3.html/comment-page-1#comment-3058</link>

		<dc:creator><![CDATA[ian]]></dc:creator>
		<pubDate>Sun, 18 Dec 2005 22:48:26 +0000</pubDate>
		<guid isPermaLink="false">http://jessewarden.com/?p=905#comment-3058</guid>

					<description><![CDATA[Hi, more new to report on blitting. I have a background made of areas drawn straight to stage..no clips..with 3 levels of bitmap art filled. Im running one set interval which iterates with a for loop through all items blitted to one rect that scales to fill the entire stage. I just want to say this is a way to make a game as its super super fast..shocking. I will put a sample up soon. Basically one set interval and one main rect with other rects blitted...also mouse listener based hit detection(for mouse) and a &#039;level shifter&#039; to re-arrange the actor list to make things draw to different levels if needed.


]]></description>
			<content:encoded><![CDATA[<p>Hi, more new to report on blitting. I have a background made of areas drawn straight to stage..no clips..with 3 levels of bitmap art filled. Im running one set interval which iterates with a for loop through all items blitted to one rect that scales to fill the entire stage. I just want to say this is a way to make a game as its super super fast..shocking. I will put a sample up soon. Basically one set interval and one main rect with other rects blitted&#8230;also mouse listener based hit detection(for mouse) and a &#8216;level shifter&#8217; to re-arrange the actor list to make things draw to different levels if needed.</p>
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		<item>
		<title>
		By: ian		</title>
		<link>https://jessewarden.com/2005/11/blitting-double-buffering-for-tile-based-games-in-flash-flex-part-1-of-3.html/comment-page-1#comment-3057</link>

		<dc:creator><![CDATA[ian]]></dc:creator>
		<pubDate>Wed, 14 Dec 2005 19:34:20 +0000</pubDate>
		<guid isPermaLink="false">http://jessewarden.com/?p=905#comment-3057</guid>

					<description><![CDATA[Hi, sorry...i had to grip some stuff..heres my test
use white cube to add blitted items..blitted items are blitted on to stage..they are 30 frame 3d sequences in ram..stage background is tiled files..only clips are text blocks. I had to spend some serious time trying different things..this uses just copyPixels. In order to solve flashing of main stage bitmap i run movie at 120fps and intervals at 2! har..that seems to give a nice clean refresh!
http://www.mrgamechef.com/blit/]]></description>
			<content:encoded><![CDATA[<p>Hi, sorry&#8230;i had to grip some stuff..heres my test<br />
use white cube to add blitted items..blitted items are blitted on to stage..they are 30 frame 3d sequences in ram..stage background is tiled files..only clips are text blocks. I had to spend some serious time trying different things..this uses just copyPixels. In order to solve flashing of main stage bitmap i run movie at 120fps and intervals at 2! har..that seems to give a nice clean refresh!<br />
<a href="http://www.mrgamechef.com/blit/" rel="nofollow ugc">http://www.mrgamechef.com/blit/</a></p>
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		<title>
		By: JesterXL		</title>
		<link>https://jessewarden.com/2005/11/blitting-double-buffering-for-tile-based-games-in-flash-flex-part-1-of-3.html/comment-page-1#comment-3056</link>

		<dc:creator><![CDATA[JesterXL]]></dc:creator>
		<pubDate>Wed, 14 Dec 2005 05:29:40 +0000</pubDate>
		<guid isPermaLink="false">http://jessewarden.com/?p=905#comment-3056</guid>

					<description><![CDATA[Ian, that&#039;s nuts, really?  A build I have a tile-engine is really fast; copyPixels is working great.  I&#039;m only copying pixels to areas that have actually changed via the 2nd parameter, the copy Rectangle.  Does yours copy from the whole stage size bitmap?]]></description>
			<content:encoded><![CDATA[<p>Ian, that&#8217;s nuts, really?  A build I have a tile-engine is really fast; copyPixels is working great.  I&#8217;m only copying pixels to areas that have actually changed via the 2nd parameter, the copy Rectangle.  Does yours copy from the whole stage size bitmap?</p>
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			</item>
		<item>
		<title>
		By: ian		</title>
		<link>https://jessewarden.com/2005/11/blitting-double-buffering-for-tile-based-games-in-flash-flex-part-1-of-3.html/comment-page-1#comment-3055</link>

		<dc:creator><![CDATA[ian]]></dc:creator>
		<pubDate>Wed, 14 Dec 2005 04:50:04 +0000</pubDate>
		<guid isPermaLink="false">http://jessewarden.com/?p=905#comment-3055</guid>

					<description><![CDATA[well, i tried it..if someone cant find a better way to refresh the main rectangle you blit into..other than copyPixels or fillRect..its slow if you try to go with a big stage]]></description>
			<content:encoded><![CDATA[<p>well, i tried it..if someone cant find a better way to refresh the main rectangle you blit into..other than copyPixels or fillRect..its slow if you try to go with a big stage</p>
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		<title>
		By: paul		</title>
		<link>https://jessewarden.com/2005/11/blitting-double-buffering-for-tile-based-games-in-flash-flex-part-1-of-3.html/comment-page-1#comment-3054</link>

		<dc:creator><![CDATA[paul]]></dc:creator>
		<pubDate>Fri, 11 Nov 2005 09:06:23 +0000</pubDate>
		<guid isPermaLink="false">http://jessewarden.com/?p=905#comment-3054</guid>

					<description><![CDATA[nice article :)....so when are you gonna post the next part....curious to see your implementation, since I&#039;m currently working on a tile-based scroller making heavy use of copyPixel and hitTest methods for the bitmap data obj. 
I&#039;m using bitmap.hitTest for a smart tile grid to pixel-level collision system, depending on the form/bitmap that&#039;s in a tile.....it&#039;s working out nicely and getting good performance out of it...but can always use more, so I&#039;m curious about your methods :)]]></description>
			<content:encoded><![CDATA[<p>nice article :)&#8230;.so when are you gonna post the next part&#8230;.curious to see your implementation, since I&#8217;m currently working on a tile-based scroller making heavy use of copyPixel and hitTest methods for the bitmap data obj.<br />
I&#8217;m using bitmap.hitTest for a smart tile grid to pixel-level collision system, depending on the form/bitmap that&#8217;s in a tile&#8230;..it&#8217;s working out nicely and getting good performance out of it&#8230;but can always use more, so I&#8217;m curious about your methods :)</p>
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