Thanks, considering WebGL for sure, and there is active development going on off-project. The CreateJS team have made huge progress, with the "Next" version including some neat approaches towards WebGL, and fallbacks to Canvas. For general reference:
Implementing this in awe6 is therefore quite trivial (when the time is right). My general strategy for driver implementation is to develop bleeding edge ones away from this project's repo, and when they have been used in a commercial project I merge them back. That might be a bad strategy?!
So we'd likely include WebGL into awe6 CreateJS driver when:
1) CreateJS current version includes SpriteStage & SpriteContainer as default
2) nicklaie's CreateJS haxe externs reflect this (haxelib ID "createjs")
3) WebGL makes a viable difference in the mobile market share (getting close to that imo)
If not wanting to wait, then clone the awe6 createjs driver, update to "Next" CreateJS, and swap the awe6.core.Context typedef to point to createjs.easeljs.SpriteContainer, and the entry point Stage to be createjs.easeljs.SpriteStage (in Main). Use untyped, or patch createjs externs accordingly. Disable Text, or replace with Bitmap Fonts. Disclaimer: currently untested. But this would mean all content is WebGL ... which leads me to ...
Consideration of a two Stage approach that would allow WebGL content to sit underneath non-WebGL content. This should be handled unobtrusively within awe6 - e.g. WebGL Views attached to Scenes at priorities < 0, and non WebGL Views attached to Scenes at priorities > 0. Think game rendering Entities as subsystems (2D or 3D). This can also help for combining Three.js content (wrapped as an Entity) with a conventional DisplayList.
Input & assumption corrections welcomed!