This friend uses the “haxelib swf” library to play 50 movieclips simultaneously
He reported that OpenFL performs very poorly in developing HTML5 targets, with Flash targets being several times faster than HTML5 targets for the same operations ..
@785597448, I’d strongly suggest creating a benchmark that illustrates your use case, and prove to yourself if one, or the other, is going to be able to deliver what you need.
It’s really important that you answer these questions early on, so you’re not wasting your time going down a path that can’t deliver what you need.
Don’t take too much stock in passing comments, test these things for yourself and prove the point. I’m not saying your friend is right or wrong, I’m just suggesting you should test and confirm this for yourself.
It’s also worth noting that a Starling MovieClip should not be conflated with an OpenFL/Flash MovieClip. They share a name, but are functionally quite different.
This is a screenshot from my most recent OpenFL HTML5 project (not Starling). On screen, there are roughly 625 embers, each consisting of two independently animated sprites, so a total of 1,250 sprites. They’re all moving, swirling like a vortex, eventually dropping out of view, being removed, and ultimately re-spawned back near the middle to begin again.
Thank you for your answer, it’s very encouraging,
This is just a question from a friend in the group chat, not my project,
So far he hasn’t asked any further questions, I think he has found a solution.
As far as I know, he is releasing his “Flash” game as “HTML5” and other targets, so he used “OpenFL”. I don’t know anything else, anyway it’s not my project. I saw him say a few words in the group chat, so I posted it on the forum … Feel free
The BunnyMark demo shows how you can use the drawQuads or Tilemap API in OpenFL to get faster performance for many objects. This is similar (though I think faster) than what Starling is doing: