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	<title>Comments on: HTML5 Game Dev. Removing elements from the screen. Finding the fastest method.</title>
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	<link>http://flashlabs.wordpress.com/2012/02/09/html5-game-dev-removing-elements-from-the-screen-finding-the-fastest-method/</link>
	<description>Swingpant&#039;s Code Nurdlings</description>
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		<title>By: swingpants</title>
		<link>http://flashlabs.wordpress.com/2012/02/09/html5-game-dev-removing-elements-from-the-screen-finding-the-fastest-method/#comment-1171</link>
		<dc:creator><![CDATA[swingpants]]></dc:creator>
		<pubDate>Thu, 09 Feb 2012 10:28:32 +0000</pubDate>
		<guid isPermaLink="false">http://swingpants.com/?p=464#comment-1171</guid>
		<description><![CDATA[Entirely agree. I&#039;m building a game with many collectibles - I&#039;ve gone with hide off-screen (but use as a pool) - then clear the screen at level end.  I&#039;ve certainly got my frame rate back to 60fps on my target devices after applying this method. Interesting to find out these &#039;foibles&#039;, but annoying that these simple actions aren&#039;t trivial.
I guess fighting with the tech is an essential part of getting familiar with a new technology, but really I&#039;d rather be concentrating on the job of making cool games.]]></description>
		<content:encoded><![CDATA[<p>Entirely agree. I&#8217;m building a game with many collectibles &#8211; I&#8217;ve gone with hide off-screen (but use as a pool) &#8211; then clear the screen at level end.  I&#8217;ve certainly got my frame rate back to 60fps on my target devices after applying this method. Interesting to find out these &#8216;foibles&#8217;, but annoying that these simple actions aren&#8217;t trivial.<br />
I guess fighting with the tech is an essential part of getting familiar with a new technology, but really I&#8217;d rather be concentrating on the job of making cool games.</p>
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		<title>By: Richard Davey</title>
		<link>http://flashlabs.wordpress.com/2012/02/09/html5-game-dev-removing-elements-from-the-screen-finding-the-fastest-method/#comment-1170</link>
		<dc:creator><![CDATA[Richard Davey]]></dc:creator>
		<pubDate>Thu, 09 Feb 2012 09:52:18 +0000</pubDate>
		<guid isPermaLink="false">http://swingpants.com/?p=464#comment-1170</guid>
		<description><![CDATA[This approach is massively dependant on what sort of game/interaction you&#039;re creating, but based on the graphs above it seems that to me my approach would be to always hide off-screen and then run a removeChild sweep on all off-screen elements on a set interval / at known &quot;low cpu&quot; times. Sort of like your own garbage collection. Like I said it depends entirely on the situation, for example this approach wouldn&#039;t work for say a nice particle burst as you need fast recycling going on. But for something slower / less intensive it should give a good trade-off.]]></description>
		<content:encoded><![CDATA[<p>This approach is massively dependant on what sort of game/interaction you&#8217;re creating, but based on the graphs above it seems that to me my approach would be to always hide off-screen and then run a removeChild sweep on all off-screen elements on a set interval / at known &#8220;low cpu&#8221; times. Sort of like your own garbage collection. Like I said it depends entirely on the situation, for example this approach wouldn&#8217;t work for say a nice particle burst as you need fast recycling going on. But for something slower / less intensive it should give a good trade-off.</p>
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