# Loading only the objects you need

**URL:** <https://forum.kirupa.com/t/loading-only-the-objects-you-need/321594>\
**Category:** flash\
**Created:** [April 25, 2011, 11:17am UTC](https://forum.kirupa.com/t/loading-only-the-objects-you-need/321594 "2011-04-25T11:17:16Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![iwillnot](https://avatars.discourse-cdn.com/v4/letter/i/73ab20/32.png) [@iwillnot](https://forum.kirupa.com/u/iwillnot)\
**Post date:** [April 25, 2011, 11:17am UTC](https://forum.kirupa.com/t/loading-only-the-objects-you-need/321594/1 "2011-04-25T11:17:16Z")

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So I was reading up on AS3, OOP and optimization of performance for non-PC applications such as those for iPhones, Androids and whatnot.

**PROBLEM: UNLOADING AND LOADING ONLY WHAT I NEED**  
I read somewhere that if I had a large map, for example, and a player walking around it, I don’t need to load the whole map. If I loaded everything, it would reduce the performance of the application. I don’t know what category this inquiry falls into (most probably optimization) but I really want to know how to load and unload bits and parts of a large movie clip that I would consider a map.

Instead of using a Physics Engine (which still completely baffles me), my concept of a 2D side-scrolling platformer game would have a player and a large map with platforms that I can interact with.

How do I do this? I don’t think doing removeChild is the way to have a static designed map loaded the same way over and over again.

What advice do you have for me? Should I learn to use the Physics Engine instead (Box2DAS is confusing and the documentation isn’t quite updated)? Or continue with this plan of mine?
