AIR vs. Unity3D. Who’s faster? (Update 1)

Update 1: uploaded some sources (look at the end of article).

Hey there!
Yeah, it’s been a while blahblahblah.. To the point! =)

Sometimes I’ll highlight actual files from the archive, attached at the page bottom.

Sometimes I see Flash developers interested in the Unity3D lately, and I – one of them actually)
I work with Unity for a while already and all I can say – it’s fantastic experience! So cool to learn C# language (I hope other Flash devs make wise decision to code in C# as well), to learn new community and people, to meet a lot of new challenges and to look at 3D world from a new point at all!

Many Flash developers are still uncertain they should try Unity and spend their time learning this brand new world though.. And in some cases it’s built on top of the AIR and Unity3D performance differences obscurity. So I’ll unveil portion of this differences in this article to help those Flash developers make a choice (whatever what they choose)!

All examples I’ll compile with AIR 3.6 and Unity3D 4.1 and I’ll try to keep similar functionality and look of these examples to let them compete.
I’ll test builds on the pretty slow Samsung Galaxy Tab 10.1 and make some tests on the desktop as well.

Intro

Okay, let’s start from comparing empty builds.
To measure FPS in unity3D I’ll use hand-made FPSmeter working with GUIText.
In AIR builds I’ll use different FPSmeters, usually in-built to the frameworks I’ll use.
Well, let’s see to the built apks (I built Captive Runtime in AIR and usual release build in Unity3D):
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Brief comparison of three Stage3D 2D frameworks *Update 1*

Hey, friends!

I’d like to show you some fast results of benchmarking briefly three most popular Stage3D frameworks for the 2D rendering:
Starling, ND2D, Genome2D.
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Flash 2D Physics engines fast comparison: Nape (haXe) vs Box2D (Alchemy)

Nape: 6.1 r49 Release for FP 10+ (built with haXe)
Box2D (Alchemy, WCK): last build from GitHub (pulled 09.11.11, built with Alchemy)
Flash Player: 11.0.1.152 Release 32 Bit Standalone (Projector) – Desktop
AIR: 3.0 – Mobile

I’ve tested these engines both on Desktop (Win 7, Core i7 Q740, 1.73 GHz per core, 16 GB DDR3-1333 MHz) and Mobile (Android 3.1, Samsung Galaxy Tab 10.1, overclocked to 1.4 GHz per core).
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FlashDevelop + Flash Pro IDE + AIR (quick tip)

Hello, friends!
I had to write some code in the FlashDevelop for my AIR app (builded from Flash Pro IDE) recently and there was a little tricky to force FD to recognize and work well with all AIR-related classes and code.
So, if you’re using FD for code writing and Flash IDE to publish you AIR app, you could create usual FD “Flash IDE Project”.
But that project type don’t support native AIR code and it could be annoying.
To add native AIR code support in your FlashDevelop Flash IDE Project, just add “+configname=air” to the Additional Compiler Options in the Compiler Options tab of your project properties dialog:

FlashDevelop project properties dialog

FlashDevelop project properties dialog

Hope it will be helpful for some of you.

Found a typo? Please, highlight it and press Shift + Enter or click here to inform me!

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