Easy Memory Management
Go plays well with AVM2's improved Garbage Collection. Store references
for reuse or just play items. They won't hang out in memory or get
garbage-collected mid-play. Learn
more »
Less Is More
Remember back when animation was just a script in a loop? As a base system GoASAP has to be efficient
so that you can extend it and still get great performance. Travel light.
LinearGo: Near-maximum tween efficiency
The white bar represents the maximum for each test. The benchmark was made with TweenBencher (see right), which stress-tests the player and each code base to its limit.

As you can see, the LinearGo extension (in black) was capable of animating around five thousand concurrent tweens smoothly in this
benchmark, and could handle almost 20,000 at once! A few others are shown for comparison, but please keep in mind that
GoASAP is a complimentary, not a competitive library. Jul.08
Near-zero instantiation lag
Number of seconds for each block of tweens to be created and start running. A visual "hiccup" results from lags, noticeable at just a fraction of a second. Vertical lines show some engines timing out the Flash Player, while Go's initialization overhead stays extremely low. Jan.08
Near-zero removal lag
Number of seconds tween-removals took for each block. Go is almost as efficient as is possible, lagging only 3/100's of a second
more than the code loop when removing 16,000 tweens. Jan.08
