After trying to isolate the issue i’ve found been able to better understand it maybe someone will have some additional insight i will add my findings here.
I will compare the Debug/Final Builds, size of the render area (340x480 and 800x60) or the Target application FPS (so building an application to run 60 or 30fps) seems to have no effect and maintained consistent performance.
Larger HXCPP Executeable 34.5 MB
Only Batches sprites to a single draw call (this is an observation)
Max Spawned Objects 3.7k
Smaller HXCPP Executeable 9.6 MB
Batches Sprites in a single Container to a maximum of 3 draw calls
Max spawned Objects 34.5k
What i did see in the compilation folder is a haxe/release.hxml is addition to the final.hxml and debug.hxml, is this different and how does one compile to a release build?
Also taking out the debug lines or setting them to false had not effect either:
_starling.enableErrorChecking = false;
_assets.verbose = false;
I haven't compiled the starling to air for comparison and do you mean comparative performance the Haxe version of Starling AIR to the AS3 Starling Air?