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Consistent Game Development

across all Platforms
Mobile Game Development

with
Starling
Daniel Sperl
Daniel
Sperl
Austria, 1981 Media Design, 1999
Flox, 2012 Gamua, 2009
Starling, 2011 Sparrow, 2010
Photo Play, 2004
iOS Games & Apps, 2009
Topics
• Starling 1.5
• Development for Mobile Devices:
• Performance
• Screen Resolutions
• Memory
• Outlook
What is Starling?
• A pure AS3 library for Adobe Flash
• Recreates the display list architecture ...
• ... on the GPU (through Stage3D)
• Deploy to:

Browser / Desktop / iOS / Android

A very
talented bird,
if I may say so.
Who uses Starling?
Angry Birds (Rovio) Ruby Blast (Zynga) Incredipede
Nyrthos
 Infectonator:

Survivors
Snailboy

Starling 1.5
Starling 1.5
• Currently Available as Release Candidate
• Includes many internal improvements
• Update highly recommended!
Starling 1.5
• Automatic Profile Selection
• More reliable Context Loss handling
• Significantly reduced Start-up Time
• Atlas Textures support Rotation
• SystemUtil class
• …
Features
Developing for Mobile
• Limited Performance (GPU + CPU)
• Multiple Resolutions
• Limited Memory
Performance
tinyurl.com/starling-performance
Screen Resolutions
tinyurl.com/starling-resolutions
Memory
• Mobile Devices have limited RAM
• Mobile Devices have huge Resolutions
• 2D Games need lots of Textures


Watch your Memory Footprint!
Memory
Do not Embed Textures
// Avoid:	
!
[Embed(source=“assets/textures/hero.png")]	
private static var Hero:Class;	
!
var texture:Texture = Texture.fromBitmap(new Hero());
• Embedded Textures are in Memory twice:

Class Memory + Texture Memory
• Better: use Starling's AssetManager
Memory
Use the AssetManager
var appDir:File = File.applicationDirectory;	
var assets:AssetManager = new AssetManager();	
	
assets.enqueue(appDir.resolvePath("assets/textures"));	
assets.loadQueue(...);	
!
var texture:Texture = assets.getTexture("hero");
• Takes care of Context Loss
• Optimized for minimal Memory Footprint
Memory
Use RectangleTextures
// init Starling like this:	
!
... = new Starling(Game, stage, null, null, "auto", "auto");
• Standard Textures always allocate MipMaps
• RectangleTextures do not!
• Starling defaults to RectangleTextures

with profiles "baseline" + "baselineExtended"
Memory
Use ATF Textures
# Usage example:	
png2atf -c -r -i texture.png -o texture.atf
• Stored compressed 

in GPU Memory
• Reduced Image Quality
• Easy to create via 

Adobe ATF Tools
Memory
Use Bitmap Fonts
assets.enqueue(appDir.resolvePath("assets/fonts"));	
assets.loadQueue(...);	
!
var tf:TextField = new TextField(200, 80, 

"Hello World", "My-Font", 

BitmapFont.NATIVE_SIZE);
• Requires only Memory for

Font Texture
• Faster to change text + render
Memory
Optimize your Texture Atlas
• Trim transparent Borders
• Activate Rotation
• Use a Tool like TexturePacker
Memory
Use Adobe Scout
• Analyzes Texture

Memory Usage
• Shows every single

Object Allocation
Memory
Summary
• Use the AssetManager
• Use RectangleTextures (profile: auto)
• Use ATF Textures
• Use Bitmap Fonts
• Optimize your Texture Atlases
• Use Adobe Scout
Outlook
• Ongoing Support by Adobe
• Collaborating with Adobe

regarding AIR Priorities
• Collaborating with the Starling Community

regarding Starling Priorities
• Flash is not dead™ =)
That's it, folks!
Questions?

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Mobile Game Development with Starling