Since some days, I'm facing a strong problem: I've lots of swfs with animations (around 600 animations at all, let say 4-5 animations in a swf).
It may be only one animation render at a time, so there aren't several MCs played at the same time, only one.
Let's say I would use Starling, so I would create TextureAtlas, but for 600 animation, with a size of 800 * 1200 (on an iPad retina, with 155 keyframes), how many MOs would I had for all the animations? The final weight would be incredibly heavy!
So the solution is to render the swf at runtime. But using Starling, I need to create the SpriteSheet, upload it on the GPU and then use it. It would be too much long.
If we forget Starling, and use the GPU mode, we are able to draw the MovieClip on each frame into a bitmapdata and then refresh our bitmap which contain the animation. However performances aren't very good...
Here is a fla of an animation in an iPad format/ratio. If you're able to render it on an iPad retina at 25 Fps, you're awesome. I'm not able to reach 10 fps 😃
I used Fruitfly's class to transform my swf into bitmap/bitmapdata at runtime. I've changed a bit the class to not render a sprite sheet.
So guys, how would you do that? Any tips?