{"author_name":"jacklehamster","cat":"LD #28","comments":[],"epoch":1385639640,"likes":0,"metadata":{"p_key":"37644","p_author":"jacklehamster","p_authorkey":"20841","p_urlkey":"73257","p_title":"BitmapCaching engine for upcoming ludum dare","p_cat":"LD #28","p_event":"LD28","p_time":"1385639640","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"20841","us_name":"jacklehamster","us_username":"jacklehamster","event_start":"1386892800","event_key":"20","event_name":"LD28"},"text":"<p>Hey it&#8217;s Jack again,<\/p>\n <p>So for he upcoming ludum dare, it is my understanding that we can use game engines that were produced before the 48h period. Since I&#8217;m planning to use mine, I wanted to release the code. It&#8217;s now on an open source license, and you can shoot me an email if you want some help on how to use it.<\/p>\n <p><a href=\"https:\/\/github.com\/jacklehamster\/TurboGraph-master\/\">https:\/\/github.com\/jacklehamster\/TurboGraph-master\/<\/a><\/p>\n <p>The engine simply consists of saving Flash vector drawings into a bitmap at runtime, and reuse it later. It&#8217;s a common trick for boosting performance in Flash, and I&#8217;ve been using it lately.<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/flash\/\" rel=\"tag\">flash<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/game-engine\/\" rel=\"tag\">game engine<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/ludumdare\/\" rel=\"tag\">Ludumdare<\/a><\/p>","time":"November 28th, 2013 6:54 am","title":"BitmapCaching engine for upcoming ludum dare"}