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Showing results for tags 'performance'.
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Hi, I'm looking at optimizing my code as much as possible using greensock v11 (+ starling and feathers) and Adobe Scout. I could identify the broadcast of many "progress" events as a place that takes quite a bit my iphone 4 cpu time. Since I do not add any callback to onProgress, I did expect the library to not broadcast those events. But after looking at the source code, it seems that, as I use a GroupLoader with subloaders (because I load textures atlases with .png + .xml at the same time), the GroupLoader will register listener for those events on it's childs anyway. Is there something I can do ? Thanks, Sebastien
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How can I test the performance of the visitor's device on page load? So that if it does <20 FPS I can skip animations altogether I didn't find anything like this in the documentation
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I've included TweenLite, the CSS plugin and the ease pack into my project via RequireJS. If I open up Chrome dev tools I can see that TweenLite is firing "Animation Frame Fired" events continuously, with each one causing a "Composite Layers" repaint. This is without executing a single tween. The memory footprint of the page sawtooths between about 5MB and 8MB inbetween the GC kicking in and my Macbook Air's fan starts to spin up! If I don't load in TweenLite and its add-ons these issues disappear. What's going on here? Is it anything to worry about? Thanks!
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As a Flash Developer coming into Canvas, I'm loving GSAP. But I was amazed how slow it was just tweening the color of a EaselJS object. Experiment tweening alpha and scale: http://antoniobrandao.com/canvas/ Experiment like the above, but also tweening the "tint" of an easelJS Shape http://antoniobranda...vas/index2.html It completely destroys it!!! Am I doing it wrong or is this just slow? Check the source code in the experiments. Any help appreciated!
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Hi, This is another architectural question, and relates to the starting part of the tween. In the code I'm looking at (GSAP v10), activate() and initTweenVals() is called on the first render(), and then the tween is marked as inited and not inited again. Why is activate() not done in the constructor itself? What are the implications of such a design? Would this cause errors in the tweening engine or the way its used? Yes, I understand that in the present system the tween is initialized on the next enterFrame event (ie. the frame after its created), but are there any advantages to doing it like this? What if the tween were inited on the same frame? Thanks
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Hi, I've found this code inside the initTweenVals() function of GSAP v10. Why is it needed? I'm not using timeScale anywhere, but is the tweening engine using it for something? if (vars.timeScale != undefined && target.hasOwnProperty("timeScale")) { tweens[tweens.length] = new TweenInfo(target, "timeScale", target.timeScale, vars.timeScale - target.timeScale, "timeScale", false); //[object, property, start, change, name, isPlugin] } Thanks
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Hi all, Currently TweenLite marks completed tweens for garbage collection by setting gc=true. This gc var is later detected by the enterFrame function and the tween is removed from the masterList array using splice. Is there any specific reason its done like this? Could this not have been done directly in the complete() function? Thanks
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Hi, Just a quick question, TweenLite and TweenMax which one actually performance the better? I am a bit confused, i saw heaps example use TweenLite. But then i watched the demo on the site, TweenMax actually have better performance... Any suggestion? Cheeers Bill
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Quick question here, sorry if this is answered somewhere else (couldn't find an answer). Simplified scenario... Let's say I have a div "#container" with an image inside it. Then I attach a tween to the image which rotates it infinitely. Then... using jQuery, I replace the contents of #container with a new image. Will the Tween that was attached to the original image (which is now gone) continue to eat memory, or is it now eligible for garbage collection? Do I first need to "Kill" all of its tweens before removing it? My real situation is much more complicated but that is the general idea. Thanks!
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Hello, I was wondering on the performance of the GSAP engine and what would be the optimum declarations for some simple scenarios. I have created a little game that animates 3 images (of 1500px) with repeat -1 Creates some images and animates them from side to side (1500px) momentarily rotates an image With these "simple" tasks the cpu is working 10-12% and the animations don't look so smooth. I'm not using TimelineMax/Lite but TweenMax instead for all of these So I was wondering if this is a wrong technique. Moreover all of the animations are using the CSSPlugin because I want to animate left, top, rotate is there another way to do it or the css animations are optimal for these tasks? I'm using the latest Chrome. Here is some sample code. This handles the paralax effect: var tween1 = TweenMax.to($("#child1"),speed*4,{css:{left:lefty1-1500},repeatDelay:0,useFrames:false, repeat:-1,ease:Linear.easeNone}); var tweenMountains = TweenMax.to($("#mountains"),speed*2,{css:{left:-1500},repeatDelay:0,useFrames:false,repeat:-1,ease:Linear.easeNone}); var tweenBuildings = TweenMax.to($("#buildings"),speed,{css:{left:-1500},repeatDelay:0,useFrames:false,repeat:-1,ease:Linear.easeNone}); This handles the creation of items and removal upon ending the effect: $("#mainContainer").append("<div class='mines' id='mine"+counter+"' style='top:"+randomY+"px;'><img src='mine.png'/></div>"); TweenMax.to($("#mine"+counter),speed,{css:{'left':-100},ease:Linear.easeNone,onComplete:function(id){ var _counter = counter; test = id; id.remove(); },onCompleteParams:[$("#mainContainer>#mine"+counter)]}); So appart from some input of the performance issue, It would be great if you had any methods of measuring the FPS of the animations (total, or one by one). You can view the total application here: http://www.netgfx.com/trunk/mission51 Thanks in advance.
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