Hi sorry for the late reply but getting ready for some presentations and swamped with work. Anyway you sent an email and I decided to address it here so others can get info out of it as well.
1) Is there anyway to not use the autoupdateandrender feature? Right now I'm latching into the pipeline as such:
core.onUpdate.add(LogicFunction);
core.onPostRender.add(RenderFunction);
What I want to do is have my own on enter frame handler and call the logic and render core functions under my control. Is this possible, if so please let me know how.
Do I even need to call core.update if I'm all I'm using is the DrawSource() command for all of my rendering?
If you are not using anything except the DrawSource you don't need to call the core.update but be aware that core.update is the method that dispatches the onUpdate callback as well so your core.onUpdate hook will not work. Also I am assuming that you set autoUpdateAndRender to false therefore core.onPostRender will not work either if you don't call core.render method.
You can avoid calling core.render and doing your rendering yourself since you use just the DrawSource it would look like this:
core.getContext().begin(); // You can check for the return value as it will return false if its not possible to start rendering for example due to Stage3D losing context
core.getContext().DrawSource(...);
core.getContext().DrawSource(...);
...
core.getContext().end();
2) I see the drawsource command is in the latest version. Is there any rendering speed improvements in the latest version? Other than initial setup, resizing the device, the only rendering calls I make are DrawSource and then I use Gtexture for my own Atlas class. So moving over to the latest version if needed should be fairly easy. :) lol..
I am not aware of any speed improvements in the latest version although there may be some due to minor refactorings, I didn't do any benchmarks for quite some time as at some point it became pointless with all that speed I was getting I decided to focus on features and API. There may be more benchmarks at some point in the future.
3) Performance. On my Galaxy S3 I'm getting 60fps with the following rendering per loop:
My canvas size is typically 700x410.
At app start, I resize the context to the full size screen and also set the canvas.g2d_defaultCamera.scale properties accordingly.
Per loop:
Drawsource a 700x410 background.
Drawsource a total of 800, 32x32 sprites moving around the screen.
What do you think about that performance, do you think that is about right?
Is there something I should be differently to scale the game screen to the device?
We're going full speed into the mobile market for the next few months or so, so any performance tips when it comes to drawing 100's or even 1000's of 2d sprites is appreciated. :)
DrawSource is generally quite slow draw call compared to some of the others so I would use it only where necessary and if there are use cases when I am rendering many objects that adhere to some rules I would definitely use different call if possible. I can't comment on the numbers since I use DrawSource very sporadicly (9 slicing for example). But it seems quite low compared to pure draw call which has more room for optimization due to less inputs. With latest phones I even went past 100 000 sprites in very specific cases.
To utilize screen independence there is a viewport on GCameraController to scale your stuff for different resolutions but since you are going your own render route without nodes/components you will need to handle it yourself, still you can use custom GCamera zoom etc.
4) Is there an app on the Play store that uses Genome2D with alot...of 2d rendering that I can test on my device? I'd like to see their performance on my phone. Thx!
Unfortunately most games that utilize Genome2D are on iPhones and I can't even talk about most of them due to NDA since for some reason quite big companies use Genome2D and they have very specific rules, I am not going into detail here, where NDA is always in the place. Anyway the company I am working for is building 2 big games on Genome2D that will eventually come to Android so we'll see, focusing on iOS atm since payment Android vs iOS is like 1 : 100
If by any chance you are interested in iOS (although I hope these guys build and Android as well)