All posts tagged performance


ND2Dx update: faster, more flexible, new rendering techniques, 3D transformations and new dynamic shader system

After all these months without any update for ND2Dx, I decided to take some time and try to package all the modifications I have been doing on it when working on different projects over the past few months. It is not an easy task as lots of things have changed and not everything has been […]


ND2Dx faster…

Still working on ND2Dx. Implemented a new direct gpu drawing system (like in Genome2D) and I get over 57.000 rotating sprites at ~50/52fps on my same old system. Using the display list, I now can get near the 30.000 sprites at ~60fps (compared to 21.000 before). Here is a screenshot before I set this up […]


Benchmarks: SetTimeOut vs. Timer vs. CustomTimer

For the purpose of a Final State Machine that I’m developing for ND2Dx, I wanted to know which one of those approaches is the fastest and most reliable. Testing timers is not an easy task as you can’t really stress test them the same way you could test function calls. So here is my approach: […]


Benchmarks: Dictionary vs. Object vs. Array vs. LookupList

[Update: I put the code of the LookupList class at the bottom of the article] [BIG Update: there was an error in the LookupList class -> now it’s much slower than the rest] And another benchmark comparing various ways of getting an object for a key that is stored in a table. The key is […]


Benchmarks: Function Call

Another benchmark about function calls. There already is a really good article at but here I  focus on functions I’m particularly interested in: public function (direct / static / no argument / 4 args) function reference (direct / static / no argument / 4 args) overridden function function accessed from external object (direct / by […]


ND2Dx benchmarks

Hi, I promised a few benchmarks of ND2Dx and here they are. The flash movie and the complete source code can be found at the end of this article. There are 4 benchmarks, comparing ND2Dx and Starling. Basically, I keep adding sprites, bitmaps or movieclips while the frame rate is equal or above 60 frames […]

Nice AS3 Performance tester (loops, arrays, division, instantiations, constants, …)

When you look for something, there are always more chances that you don’t find it when you need it. It’s only weeks later, when looking for something else that you step on it. (some unwritten laws that I know most of you have encountered many times) Anyway, here is a great open-source performance tester written […]

AS3 loops performance benchmarking

I just went through a post from polygonal labs that shows the difference in performance between several loops in AS3. If you go have a look at his post, you’ll see that the “for (i = 0; i < n; i++) {}” loop wins the first place. I have set up a benchmarking tool just […]