ABSTRACT

The catch to performance testing is that on the surface all you have is a “ feeling ” for how the game is supposed to play. Obviously, if a game is maxing out your CPU usage every moment it’s running, you have a problem, but usually the differences are subtler. You can only eyeball the frame rate, and most system memory viewers don’t separate browsers into discrete threads, so it can be diffi cult to get an accurate gauge of just how the game is performing. In this section, we’ll create a couple of tools you can use to add basic frame rate and memory monitoring to your game. We’ll combine both classes into an FLA called PerformanceProfi ler, which you can open from the Chapter 17 examples folder.