30 seconds... with 100 updates per second it makes 3000 entries for a single value...
It would mean that if one number takes, let's say, 16 bytes (regular integer take 4, I don't know what about Numbers in AS3 or so and how it works with Arrays, so I try to come up with something relatively pessimistic) it would make astounding 48 kB per 30 seconds, or 96 kB per minute.
Or to put it other way, you can record 10 number values (e.g. xs and ys of 5 actors) every update and it'll still take less than 1 MB per minute. Not half bad, if you ask me. O.o'
Of course, it doesn't mean that you can't try some optimizing. The easiest one would be e.g. combining x and y in a single value [[ screen width ] * [ y ] + [ x ]] and then retrieve x by [remainder of [value] / [screen width]] and y by [floor of [value] / [screen width]].
But yes, how much you can optimise depends mainly on what sort of game you're making. I hope it's not a physics game.
