# Flash is just too damn slow!

**URL:** <https://forum.kirupa.com/t/flash-is-just-too-damn-slow/313854>\
**Category:** flash\
**Created:** [September 12, 2010, 1:19am UTC](https://forum.kirupa.com/t/flash-is-just-too-damn-slow/313854 "2010-09-12T01:19:20Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![WhiteyMcWhite](https://avatars.discourse-cdn.com/v4/letter/w/91b2a8/32.png) [@WhiteyMcWhite](https://forum.kirupa.com/u/WhiteyMcWhite)\
**Post date:** [September 12, 2010, 1:19am UTC](https://forum.kirupa.com/t/flash-is-just-too-damn-slow/313854/1 "2010-09-12T01:19:20Z")

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So I’ve been working on a game for a while now, just to realize now that flash is too ■■■■ slow to handle it. Wtf…

It relies heavily on particle emitters. I have an array of about 20 objects at any point in time on screen. And another with around 5-600. I’m using BitmapData.hitTest on each of the 20 against each of the 5-600 every frame. If it’s only a few hundred it’s fine, but upwards it just slows down. A lot. There has to be a way to optimize this. I don’t understand how flash can handle something like away3D or all of the great 2d physics engines out there just fine, but not this…

Anyone have any ideas? I tried distance^2 tests based on radius (less accurate) but it was still slow as balls.

Flash can’t seriously be that limited. That’s like prehistoric times
