Is Robotlegs slow for games?

Grandpaw Broon's Avatar

Grandpaw Broon

29 Jan, 2012 04:12 PM

Hey everyone :)

It has been a week since I started reading into robotlegs as I was recently frustrated by the lack of "wiring structure" on a recent large project. I read a lot of tutorials and I purchased the book.

However, there is something niggling my mind. There have been several "quiet" references such as:

"A framework will never be as optimized as a dedicated solution to the same task" "....something about the framework constantly uses ADDED_TO_STAGE creating poor performance"

Learning to work with robotlegs is a new ethos for me in terms of development outlook and it will add a few weeks to my dev time, but my deepest concern is that, since games require 100% performance, in the end, Ill be fighting with robotlegs for performance.

Then the question becomes.... in my day to day life as a AS3 games developer, is robotlegs going to hinder me, or help me?

I hope the tone of this post is considered a newbies concerns and not negative. I WANT to use robotlegs to improve my development skills, it seems a nice way into more complex development methodologies and the help around here is fab as is the documentation.

I just worry, is RL suitable for games?

  1. 1 Posted by Stray on 29 Jan, 2012 04:35 PM

    Stray's Avatar

    Hi there,

    RL isn't suitable as an in-play real-time game framework - for that you'll probably want something based on entity systems (something like Ember, Ember2, XEmber and Richard Lord has a new one too).

    However, many real-time game devs use Robotlegs for the MVCS 'between play' parts of the game - menus, loading data, saving progress, player preferences and so on. And as we all know, those parts often take just as much work as the 'fun' bits. So the two compliment each other - so much so that XEmber and Ember2 are both being developed as extensions for Robotlegs 2.

    Robotlegs on its own is perfect for turn-based non-real-time games. (Tic tac toe, turn-based strategy games etc.)

    The key to not hitting performance is to turn the automated stage listening off at the start of each period of game play, and then on again when you need it. Or - in Robotlegs 2 - to target those stage listeners so that your main game stage isn't being monitored for ADDED_TO_STAGE at all.

    So - the fact that you're asking about RL for games makes me imagine perhaps you haven't come across those entity frameworks either? If that's the case I'd recommend checking out both Robotlegs and an entity framework.

    I hope that helps,


  2. Ondina D.F. closed this discussion on 29 Feb, 2012 11:13 AM.

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