Tag Archive for 'tweenlite'

Tween engine comparison

I wrote a while ago about our tween engine at Hobnox but I did not post any performance demos.

Here are the results for 1000 DisplayObjects with manipulation on their scaleX, scaleY, alpha, x, y and rotation properties. It is also very important that you take a look at the memory behaviour. A click starts the tweening.

As you can see it makes a lot of sense to stay type-safe and to manage the memory you are using on your own.
I will talk about those concepts in my next session AudioTool’s Private Parts in Brighton and Boston. Since optimization on a code level is trivial the main performance boost is achieved by re-thinking algorithms, structures and concepts. I guess one of the most interesting topics will be the optimization of our cable solver which was running O(n^2) (really!), then O(n(n+1)/2) and could be minimized to a rare O(n(n-4)/2) worst-case.

Tweening and object pools

Some days ago I was writing a tween engine for our library here at Hobnox and when I was comparing it with the other ones out there which are quiet popular (Tweener, TweenLite) I was pretty surprised that my engine was performing about 10fps faster than TweenLite when tweening 1000 objects. It was 40fps for me, 28fps for TweenLite and 14fps for Tweener. It is not only faster but the memory usage is constant and small — on a Mac it was constant 11mb for my engine versus up to 22mb for TweenLite for instance.

Since I am currently not allowed to post the source-codes I want to talk a little bit about the ideas behind the engine.

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