I'm currently researching different solutions to rendering complex avatars using the Starling framework. Each one of my avatars consists of 30 starling.Image objects (body parts) inside a starling.Sprite (The entire avatar) which are updated on every frame. Each frame of animation will cause each body part to have its x,y, scaleX, scaleY and rotation properties updated.
Unfortunately I'm running into performance issues (CPU bound) when trying to update these body parts. The render loop of starling is taking a long time to execute (Eventually maxing out my CPU with 8 avatars (240 body parts)).
Are there any optimizations I can make to my approach which would help stop the CPU issues I'm experiencing? I've successfully managed to draw each frame of animation to a bitmap and, using the starling.MovieClip class, got great performance...but unfortunately this comes at the cost of using a lot of texture memory.
Any help would be most appreciated
I'm trying to move many (Over 300...and ideally up to 1000) small display objects (starling.Image children of a starling.Sprite). Each image has it's