Cover image for Introducing Starling

Book description

Starling is an ActionScript 3 2D framework developed on top of the Stage3D APIs (available on desktop in Flash Player 11 and Adobe AIR 3). Starling is mainly designed for game development, but could be used for many other use cases. Starling makes it possible to write fast GPU accelerated applications without having to touch the low-level Stage3D APIs.

Table of Contents

  1. Introducing Starling
  2. Preface
    1. Audience
    2. Assumptions This Book Makes
    3. Conventions Used in This Book
    4. Using Code Examples
    5. Safari® Books Online
    6. How to Contact Us
    7. Content Updates
      1. April 9, 2012
      2. May 9, 2012
      3. November 14, 2012
      4. December 12, 2012
    8. Acknowledgments
  3. 1. First Flight
    1. What Is Starling?
    2. Why Starling?
    3. Philosophy
      1. Intuitive
      2. Lightweight
      3. Free
    4. How
    5. Layering Restrictions
    6. Getting Started
    7. Setting Up Your Scene
    8. Wmode Requirements
    9. Stage Quality
    10. Progressive Enhancements
    11. The Display List
    12. Event Model
      1. Event Propagation
    13. Touch Events
      1. Simulating Multi-touch
    14. Texture
      1. Image
      2. Compressed Textures
      3. Collision Detection
      4. Drawing API
      5. Filters
    15. MovieClip
    16. Optimizing for Performance
      1. Release Build
      2. CPU Bound vs GPU Bound
      3. ActionScript Optimizations
      4. Running Hardware Accelerated
      5. State Changes
      6. The Painter’s Algorithm
      7. Texture Atlas
      8. Flat Sprites
      9. Batching with the QuadBatch API
      10. Disable Blending
      11. Use Stage.color
      12. Accessing Width and Height
      13. Disable Interactivity
      14. Optimized Event Model
      15. Handle Lost Context
    17. Juggler
    18. Button
    19. TextField
      1. Embedded Fonts
      2. Native Display List Overlay
      3. Bitmap Fonts
    20. RenderTexture
    21. Tweens
    22. Asset Management
    23. Multi Resolution Development
      1. Static Approach
      2. Dynamic Approach
    24. Handling Screen Resizes
    25. Plugging Starling with Robotlegs
    26. Plugging Starling with Box2D
    27. Particles
  4. About the Author
  5. Copyright