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I'm building a game for Android using Adobe Flash/AIR. The problem is that my game consists of a lot of 2D vector graphics that change every frame, and so cannot be cached as bitmaps. As a result, with just 100 moving shapes the speed is 15 FPS, and with 250 moving shapes it drops to a dismal 6 FPS. These shapes are flat fills with outlines, and I'm rendering in LOW quality mode.

Is there a faster way? If I switch to Android/Java, will vector graphics render faster than what Flash offers me currently? Are there are any Java Android frameworks that can render 2D fills and outlines fast? If they render via the CPU, would they be faster than Flash currently is? Would it render via OpenGL for better speeds?

Hardware accelerated vector graphics, OpenVG is not yet widely implemented so no hopes of that.

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What are you trying to draw exactly? The fastest way entirely depends on that. – Mr. Beast Jul 26 '12 at 13:22
Just hundreds of morphing 2D shapes which include polygons and curved edges. Think of a blobby game. – Geotarget Jul 26 '12 at 14:01
You want to create your game with flash but use android framework or OpenGL??I don't get it... – VinceFR Jul 26 '12 at 15:17
No, I'm checking to see if any Android framework is better/faster than what Flash can currently do. I will rewrite in Java for that framework. – Geotarget Jul 26 '12 at 18:26
How do you draw/animate the shapes? Do you use the Graphics class (eg. create and animate objects via code) or do you use timeline based animations created in flash? Also: Did you do your performance check with a release- or a debug-build? – bummzack Jul 26 '12 at 21:51
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