RED
Posted by Max Sun, 15 Oct 2006 20:59:00 GMT

RED, by Armor Games, is a nice riff on missle-command style shooters. Its minimalist approach, coupled with its billiard-like projectile physics has pretty much devoured my break time at work and school. God forbid other classic games should be re-made with snazzy new physics, or I may give up sleep entirely.
Also snazzy music until, you know, the 50th time you play.
Armor Games home here.









It’s a nice game, but it’s waaay to laggy. I bet they make some stupid stuff like computing the actual distance between each ball each frame with a sqrt(). I know my computer isn’t exactly new, but this game lags way more then it should.
I enjoyed it. It wasn’t too laggy for me. It’s a fair few balls to be doing physics with in Flash, so maybe that’s it.
please – blaming slowness on sqrt is _so_ 80s!
sqrt doesn’t cost any more than addition or any other op in flash – the VM/function-call overhead flattens everything out.
Really? (Would it actually be insignificant to change, let’s say, “Math.sqrt(dist)x” to distx *x) Okay, I won’t argue with you on that, but still you have to agree that there’s something weird in there, it’s really quite sloppy when it should be running like a charm even on my old comp.
I got 783 seconds.
Do I win?
Hey guys, I haven’t played this game but I can’t sleep and thought I’d post here.
Mazapan: it’s probably the screen size – flash’s renderer is hellishly slow, and the slowness increases exponentially with the creen dimensions. Try right-clicking and choosing low quality. that should help.
Math.sqrt() isn’t any slower in practice than addition (if it is, it’s very very slight, less than an order of magnitude difference). The VM overhead drowns out the actual processor cost.
Apparently that’s changing in flash9 though..