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I'm working on some casual card/board games, so unfortunately I can't really use Flixel since it wasn't designed for that (primarily vector images, uses events rather than game loop to keep CPU low). But Flixel looks great, and I wish there was a library that could do what Flixel does, except geared for that use case. If only Canvas was up to the task of handling vector images and animations as well as Flash does.


Does an event loop really keep the CPU use down in Flash? In C/C++ I've always found that the event polling overhead means that it's ever so slightly less efficient than a game loop, but not so much so that it matters. I thought it was purely a matter of taste?


When Flash isn't rendering to the screen (i.e. via constant blitting), it hardly consumes any CPU at all. In my experience, blitting the screen 30fps causes a lot of CPU load even when you aren't doing anything.


You don't want to render stuff you don't have to regardless of the method you use.




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