Optimization for Speed

Hey Guys,

I’m making an AS3.0 Isometric Game for my Senior Year Project at school. Things are progressing well but I wanted to ask about best practices or things to keep in mind as far as optimization goes.

Key questions I have are on how I’m displaying my art assets.

Currently I have a background movieclip that holds the level.

On top of that I have an entities map which is a movieclip that holds all of my characters, objects, items, walls etc so i can depth sort them based on their positions.

On top of that I have a Light map which is another movieclip with a black layer set to Multiply, with light objects that are basically ovals that are transparent gradients to white set to Erase.

The effect is that it looks like a spot light shining down on the level.

Each object has it’s own display layer (which are transparent png’s to show directions, animations etc.) and a shadow layer. Which is a black copy of the display layer set to multiply. The alpha of this layer is controled depending on where the object is in relation to the light objects.

So i’ve heard different things such as converting to bitmap data, cacheAsBitmap, what do these things do performance wise?

Or are there any best practices for smooth performace with multiple movieclips with layers and blending options out there?

I am trying to do my best to keep everything math related for speed purposes. For example, when clicking on the world, instead of the world being made of many different little tiles and capturing the onClick event, I wrote an algorith that takes the mouse position and figures out which isometric diamond tile the mouse would lie inside.

So any ideas or suggestions would be great!
Thanks!