Chapter 14. Memory and Web Management

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Chapter 14. Memory and Web Management

On the Internet, everybody is connected to one another at different speeds using different computers. The hardest part of communicating through the Internet is making sure that information, such as your games, reaches everyone intact. Another thing that you should keep in mind is that not everybody can stream animation at the same pace; this is why I teach you how to pre-load your games . These techniques and other secrets will be explored in this chapter. Take a look at the list of topics I'll cover:

  • Designing a loader screen

  • Using the bandwidth profiler

  • Issues with linked objects

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Game Development with ActionScript
Game Development with ActionScript
ISBN: 1592001106
EAN: 2147483647
Year: 2004
Pages: 162
Authors: Lewis Moronta

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