Its made using my Genome2D framework and Genome2DNape extension which utilizes the Nape framework into Genome2D. All of the assets bitmaps and sounds are generated at runtime there is nothing embedded except the font. The main target was to showcase Genome2D and at the same time create a dynamic game using AS3 that would ran fast even on mobile devices and it was achieved, once the Stage3D is available on mobiles it will be up in the iOS and Android app stores as well.
Actually on high end mobiles there is plenty of resources to spare on additional stuff like gravity fields etc. which I am playing with.
Nape is used for all the collisions and movement except the particle system explosions where I made custom collision/physics to optimize the performance for that specific use case.
sHTiF Messages: 100 Registered: January 2011 Location: Slovakia
Senior Member
dEltaluca nice and I purposely set it to almost the highest detail on the web by default With all the glow and stuff. Linux is one of the platforms I don't have around to test on, actually its probably the only platform I didn't test on, Windows, MacOS, Android(8 different devices), iOS(iPhone and iPad separately), Blackberry all tested
I am very happy with Nape performance on mobiles, especially once all the rendering is handled by GPU there is actually pretty cool stuff you can do with Nape on CPU. Still waiting for CCD in Nape thou
Pure rendering performance of Genome2D on Android is now up to par with native OpenGL and Java and way more performance than haXe NME for example. which is quite nice and hopefully we will see a lot of new AIR based games on mobiles once the Stage3D will officially come. After some of the horrible news from Adobe this year it seems that its getting exciting again to be an AS3 developer.