I'd really love to see someone's implementation of WCK in Flash Builder. I've just hit a ceiling in the IDE where Flash will not compile my file as the overhead is too much for it to be troubled to handle. This is the error I am getting http://flashvoodoo.blogspot.com/2008/02/errors-5003-5005.html
I had never seen that before today after using Flash for almost 6 years.
I've been racking my brain on how to segment things to delay some of the load. The only one that I have at this time that I feel would help is loading the art assets at runtime based on a component property in a "world" that corresponds to the art asset's export class in another swf. I'd just pop the visuals into the file, then probably run create
I'd love to load certain box2d items separately, but as far as I can tell, I have to pay the Box2d (CLibInit) price of admission in every file that would relate to that system. My CLibInit call is currently at 582,058 and has been relatively constant at that size for a few weeks despite the size of my game world system has increased around it considerably.
I could really use the help figuring out anything I can do minimize my file size or load things in a smarter manner.
I found this tip to increase the heap size of the JVM for the IDE
which helped to fix the no-compile issue. It also reduced my compile time, so I would make the recommendation to you guys that you check it out as well. I'd still love to see the workflow for Eclipse-based WCK work and any optimizations tips