Introducing Starling by Thibault Imbert

Starling LogoI am excited to introduce today a new project we have been working on, called "Starling". So what is it ?

Starling is a 2D framework for game development developed in collaboration with the Austrian company Gamua (already behind the Sparrow-Framework on iOS), running on top of Stage3D (Molehill). It allows developers to leverage the power of the GPU without diving into the low-level details of the Stage3D APIs (available in Flash Player 11 and Adobe AIR 3). I am convinced that most of Flash developers will love this initiative, as most developers would like to leverage the GPU while reusing concepts like an event model, a display list, movieclips, sprites, etc.

Most of you, who had a look at the Stage3D APIs understand that this can be complex sometimes. So instead of writing 60 lines of code to draw a textured quad.

You will write the following :

// create a Texture object out of an embedded bitmap
var texture:Texture = Texture.fromBitmap ( new embeddedBitmap() );

// create an Image object our of the Texture
var image:Image = new Image(texture);

// set the properties
image.pivotX = 50;
image.pivotY = 50;
image.x = 300;
image.y = 150;
image.rotation = Math.PI/4;

// display it
addChild(image);

Quite nice hu ?

Of course, as a little obligatory test, find below a bunch of things (yes, sausages!) moving around :

Sausages

Click for demo.

Here is below another demo using Starling plugged with Box2D (for physics) :

Starling and Box2D

Click for demo.

Then, you have complete rendering of the your physics scene on the GPU.

Then of course particles! :

Starling Particles

Click for demo (press right key for starting the particles and change).

Below a more concret example including MovieClip (through spritesheet) :

Sausage Kong

Click for demo.

If you want to learn more about Starling, check the little book (Introducing Starling - 112 pages) I wrote about it, you can download it from the link below, it covers many concepts to get started with Starling :

Starling Book

click to download (Introducing Starling - rev 1.2.7).

Check the official Starling website to download it and share your content with the Starling community.

I hope you will like it!

Comments (85)

  1. Great job, amazing performance!

    Wednesday, September 21, 2011 at 6:24 am #
  2. Josh wrote::

    “…while reusing concepts like an event model…”

    Someone should fork this and replace all the events with as3-signals. :)

    Wednesday, September 21, 2011 at 7:35 am #
  3. Thibault Imbert wrote::

    Hi Josh,

    Yes, we discussed the idea of doing this initially. Maybe a future addition :)

    Thibault

    Wednesday, September 21, 2011 at 8:42 am #
  4. franto wrote::

    Hi Thibault,

    Is this “secret” project Adobe was talking about on Flash on the Beach? They told us it will be revealed soon :) Just curious…

    Thank you

    Wednesday, September 21, 2011 at 8:51 am #
  5. Brilliant! I can’t wait to get my hands dirty with this! Thanks!

    Wednesday, September 21, 2011 at 8:54 am #
  6. Thibault Imbert wrote::

    Hi franto,

    Yes it is ;)

    Thibault

    Wednesday, September 21, 2011 at 9:04 am #
  7. Ber wrote::

    Hey nice !! Too bad I’ll have to wait a few hours (damn job ^^) before I can get my hands on it and try “things” :-P

    Wednesday, September 21, 2011 at 9:49 am #
  8. Philippe wrote::

    Great initiative, Flash definitely needs such a library.

    PS: in the official website, titles don’t appear under IE.

    Wednesday, September 21, 2011 at 10:01 am #
  9. Mark Knol wrote::

    Wow this looks very great!! I think it is also great it is opensourced.

    Are the Starling sprites interactive? Can you make it click, hover and focus like normal sprites?

    Wednesday, September 21, 2011 at 10:02 am #
  10. Matt Thomson wrote::

    Awesome, this next couple of weeks is going to be a great time for Flash

    Wednesday, September 21, 2011 at 10:04 am #
  11. Thibault Imbert wrote::

    Hi Philippe,

    Thanks for the feedback about IE, will forward.

    Hi Mark,

    Yes, sprites can be interactive for sure. Just like with the native display list, you can also disable any kind of interactivity on sprites also, if required.

    Thibault

    Wednesday, September 21, 2011 at 10:09 am #
  12. Thibault Imbert wrote::

    Hi Matt,

    Yes, 2D easily on the GPU, the way it should be ;)

    Thibault

    Wednesday, September 21, 2011 at 10:09 am #
  13. Juan wrote::

    Hi there!

    Maybe a silly question, but why develop an AS3 look-alike API that looks like the normal API, behaves like the normal API but it’s NOT the normal API?

    Why not re-write the player internals under the hood to use Stage3D so everyone gets the performance increase for free?

    Is it too risky? Too expensive? Wouldn’t be even faster than an AS3 implementation? Is it related to Stage3D not being available on Linux?

    Sorry for all the questions : )

    Juan

    Wednesday, September 21, 2011 at 10:12 am #
  14. finalh wrote::

    Great! really like it! Many thanks!

    Wednesday, September 21, 2011 at 10:20 am #
  15. Thibault Imbert wrote::

    Hi Juan,

    Actually we could, but is there really value doing so ? Once you will try Starling, you will notice how easy it is to use, it feels very natural and simple. Doing so would also mean we would kind of deprecate the display list, which will also be useful for “some” things.

    It would not be necessarily faster, and because it would be native, it would be harder to update things as always. Also, this is the model you find on other platforms like iOS or Android, all you have there are GPU APis and you have layers on top, abstracting those.

    Also, the community can then participate to such frameworks, fork them, and shape them the way they want. Which is impossible to do if done natively, people are locked and cannot adapt or change things.

    Thibault

    Wednesday, September 21, 2011 at 10:37 am #
  16. abiyasa wrote::

    Cool! I’m very excited with this, can’t wait to try it!!

    Some questions:
    - Which one is better for game development: using full blitting or Starling?
    - Which one is faster, normal blitting or Starling, especially when the Stage3D uses the software rendering instead of hardware rendering?

    Thanks!

    Wednesday, September 21, 2011 at 10:41 am #
  17. Thibault Imbert wrote::

    Hi abiyasa,

    - Which one is better for game development: using full blitting or Starling?

    Starling allows you to use a completely GPU accelerated graphic pipeline. You are very likely to be able to do more and using low CPU usage by using Starling. To port your game on mobile too, through Starling, you will get the best performance.

    - Which one is faster, normal blitting or Starling, especially when the Stage3D uses the software rendering instead of hardware rendering?

    In our tests, we have seen Stage3D software fallback consume more CPU usage, but bringing a 2x performance improvement over the traditional display list (CPU) rasterizer.

    Hope this helps!

    Thibaut

    Wednesday, September 21, 2011 at 10:49 am #
  18. Floz wrote::

    Awesome work!

    Wednesday, September 21, 2011 at 11:16 am #
  19. abiyasa wrote::

    Thanks Thibault for the response! This is definitely going to be a big improvement for Flash game development.

    I’m quite sure the next Flash Professional will support Starling ;-)

    Wednesday, September 21, 2011 at 11:33 am #
  20. I stick with ND2D it is fast full featured GPU 2D engine, and it has a lot more usefull features counting and counting :)

    Wednesday, September 21, 2011 at 11:44 am #
  21. EzeQL wrote::

    #2 +1.

    Exciting times for being a flash developer.

    Wednesday, September 21, 2011 at 11:50 am #
  22. Thibault Imbert wrote::

    Hi Jaroslav,

    ND2D is great too!

    Thibault

    Wednesday, September 21, 2011 at 11:56 am #
  23. focus wrote::

    Very nice work! As always =)
    Spotted a little typo:
    var image:Image = new Image(texture);
    I guess it should be
    var quad:Image = new Image(texture);

    Wednesday, September 21, 2011 at 12:07 pm #
  24. Kuba wrote::

    Is it possible to use Starling with AIR for iOS or AIR for Android?

    Wednesday, September 21, 2011 at 12:10 pm #
  25. Cedric wrote::

    Je trouve ca zarbi…

    Une plateforme 2D, qui finit par se doter d’une API 3D et qui redéfinit une autre API 2D plus performante à partir de celle en 3D.

    Sachant qu’on a juste un outil WYSIWYG pour générer la 2D primaire. Cet outil étant au départ la grande force de la plateforme.

    Ca cloche. C’est le bordel. Par exemple les nouveaux arrivants en dev Flash ne vont jamais rien y comprendre.

    Wednesday, September 21, 2011 at 12:26 pm #
  26. tomsamson wrote::

    Nice to have this but its an epic fail that Adobe has not managed to get the hardware acceleration going for all existing flash content when using all the existing apis and code base.
    HUGE EPIC FAIL.

    Super lame Adobe, super lame.

    Wednesday, September 21, 2011 at 2:25 pm #
  27. John Davies wrote::

    I disagree @tomsamson, I think the FlashPlayer team have done the right thing here.

    Of course it would be nice to have all the traditional display list content out there instantly GPU accelerated in FP11, but I imagine this would create a backward compatibility debugging hell-scenario for Adobe. Thibault’s response in comment 15 makes a lot of sense to me.

    Wednesday, September 21, 2011 at 3:19 pm #
  28. proyb2 wrote::

    How do I use it on Flex project that use MXML and AS3 syntax instead of Actionscript project? Please advice.

    Wednesday, September 21, 2011 at 4:06 pm #
  29. Ypmits wrote::

    Just played with this library and it’s very slick. Friendly and fast. Love the build-in pivotX/Y.
    I’m just missing an API for BitmapFilters…. I’m using those filters a lot in my projects and they always take away precious fps, so it would be nice if there was some way to put in filters without losing fps ( through the API that you normally use with DisplayObjects i.e. *.filters = [filtera, filterb]; ). Otherwise an internal function that takes the bounds of a filter and adds it to the Bitmap i.e. BitmapData. generateFilterRect(); Ah well… it’s an awesome step forwards from the low-level AGAL stuff. Keep up the good work.

    Wednesday, September 21, 2011 at 4:31 pm #
  30. Bart wrote::

    Niice! Looking through the little book right now. (107 pages.. little indeed :)

    I am very interested in the motivation behind not making this an official Flash Player feature. I wont put it quite the way ‘Juan’ or ‘tomsamson’ did, but still, why not do this internally?

    Don’t misunderstand, mirroring the standard API feels like the right approach and effort of releasing the library is appreciated (a lot!), but why? (always ask why :)

    Wednesday, September 21, 2011 at 4:40 pm #
  31. jeanche wrote::

    Hi Thibault so impressed too much things in so small time, 3D, physics engine! Great !

    Wednesday, September 21, 2011 at 5:48 pm #
  32. Wilson Silva wrote::

    Superb framework. I’m making a game right now using it. Why cant we add children to MovieClips?

    Wednesday, September 21, 2011 at 6:55 pm #
  33. isa wrote::

    gpu is not working with me all the demos fall back to cpu i was able to run gpu with flash incubator
    is there a link to download flash incubator so i can chick if the problme is on my machine?

    Wednesday, September 21, 2011 at 6:57 pm #
  34. Emibap wrote::

    Hi Thibault, great news!
    How can I use it in my AIR 3 for mobile experiments?
    I tried to set it up but ended with the Wrong WMode error.
    Thanks

    Wednesday, September 21, 2011 at 9:17 pm #
  35. Kulgar wrote::

    This is such a good work you did. Really I look forward creating some amazing games thanks to this framework.

    Flash becomes more and more efficient at creating games and I’m sure it will pleased me :).

    Thanks again !

    Wednesday, September 21, 2011 at 10:10 pm #
  36. Thibault Imbert wrote::

    Hi Ypmits,

    Yes, filters are on the list of potential additions ;)

    Thibault

    Wednesday, September 21, 2011 at 10:19 pm #
  37. Tyler wrote::

    This is a really big deal. This was exactly what you needed to do to get wide and quick adoption of Molehill among existing developers. Please continue with this!

    Thursday, September 22, 2011 at 12:23 am #
  38. Tyler wrote::

    Are there any performance strategies for dealing with large numbers of objects (like moving 10000 unchanging circle images around the screen)? I’m finding that with large quantities of small objects, blitting the old fashioned way actually comes out ahead. Of course, as soon as I move up to larger objects, Starling wins easily, taking no hit as objects get larger. ND2D has some interesting strategies for optimizing this type of thing, and I’m wondering if there’s anything similar in Starling. I tried using RenderTexture.drawBundled(), but that seemed to come out fairly close to where I was by simply adding all of the objects to the Starling display list and moving them around. Any suggestions?

    Your team has done an excellent job making this API easy to get going with!

    Thursday, September 22, 2011 at 2:33 am #
  39. Emibap wrote::

    Thibault, I have one tiny detail you might want to add to the getting started instructions:
    - If you are developing an AIR App, set the render mode to GPU. Otherwise you’ll get a “wrong wmode” alert. (Took me a couple of hours to figure out)

    And a question: Why are you targeting 4.5 SDK (4.5.0.20967) instead of the newer stable version?

    Thanks.

    Thursday, September 22, 2011 at 2:59 am #
  40. Thibault Imbert wrote::

    Hi Emibap,

    Thanks for the notes. I will fix this. I used internal builds where renderMode=direct was required. Sorry!

    For the SDK, good point. I guess it is outdated version, will update this.

    Thanks again.

    Thibault

    Thursday, September 22, 2011 at 3:21 am #
  41. Thibault Imbert wrote::

    Hi Tyler,

    Good point. For this specific use case you mentioned, yes it could be optimized. This is something we discussed with Daniel, Starling could reuse the same vertex/index buffer instead of creating multiple ones if objects are the same. Daniel, did some tests and had a 20% performance improvement but was not super happy about the design he would end up with.

    So, yes. This is something that could be added, you can put a request on the Starling forum : http://forum.starling-framework.org/

    Thibault

    Thursday, September 22, 2011 at 3:25 am #
  42. BobTheCoolGuy wrote::

    I think the sample code is messed up. The variable quad is never declared/instantiated. Otherwise, looks great!

    Thursday, September 22, 2011 at 4:59 am #
  43. LeonXu wrote::

    Very very cool.
    But may be we need add some utils like vaildate GPU can used?

    Thursday, September 22, 2011 at 9:26 am #
  44. Hi, Thibault.
    Can we use Starling framework with another Stage3D frameworks (for instance Away3D 4)?
    First tests shows that one stage3D is overriding another.
    this.view = new View3D();
    this.addChild(this.view); // adding viewport to display list

    this.starling = new Starling(MainClass, this.stage, null, stage.stage3Ds[1]); // pass next index of stage3D
    this.starling.start();

    and we just see starling content…

    Thursday, September 22, 2011 at 12:06 pm #
  45. tomsamson wrote::

    @John Davies, who said this:
    “I disagree @tomsamson, I think the FlashPlayer team have done the right thing here.
    Of course it would be nice to have all the traditional display list content out there instantly GPU accelerated in FP11, but I imagine this would create a backward compatibility debugging hell-scenario for Adobe.

    That´s what they have to do if they want to keep the majority of the flash designer user base around and that´s also what they have to do if they want to make flash´s reputation not go completely to shit.

    Let’s be realistic here:
    Who knows about things like Starling: People like us visiting such sites, coding in AS3 etc.
    The majority of the flash designer (not coder) base hates AS3 and would prefer to do things in visual workflow in the flash ide and code in something as simple to use as AS1/ JS.

    Also of course the notion promoted by Adobe that one has to code in a lower level language like AS3 to get better performance is of course nonsense because the main performance bottleneck of flash was always the graphics handling side so addressing that brings the huge performance boost as we see.
    In other technologies it doesn´t matter in which language one codes, one always gets massively better performance than in flash because all visual content is automatically hardware accelerated.

    Besides that, Adobe´s approach means:
    -All exisiting flash content has to be recreated to get any performance gain
    this will not be done and hence:
    -99.99% of the flash content on the web will for many years be performing as sucky as always and hence lead to more and more people saying flash´s performance still sucks.

    Adobe has the task to allow people to recompile their existing AS1,2 and 3 content to run accelerated on the visual side and also that anything one does in visual workflow in flash ide should automatically get hardware accelerated behind the scenes.

    If that isn´t delivered, well, blame yourself as flash´s reputation goes more and more downhill.

    Thursday, September 22, 2011 at 2:27 pm #
  46. Funland wrote::

    This looks amazing! This will definitely help spread the new version of Stage3D amongst developers! Keep up the great work!

    Thursday, September 22, 2011 at 5:43 pm #
  47. as3isolib wrote::

    I’d really be interested in utilizing this for some blitting tests I am using for as3isolib.v2. The issue I have had in the past regarding these 2d to 3d utility libs are that they addresses “whole” objects just fine, but can’t seem to handle split textures.

    If you have some time and would like put it through it’s paces with the as3isolib.v2, please let me know. I love to see what kind of performance boosts it would give.

    Thursday, September 22, 2011 at 9:45 pm #
  48. 80prozent wrote::

    hi
    i would also like to know if this starling framework works in combination with existing 3d-framework like away3d. would be awesome to use this particles in my away3d projects…

    Friday, September 23, 2011 at 12:44 am #
  49. YopSolo wrote::

    Look really cool.
    I am going to test it !!!

    thx a lot :D

    Friday, September 23, 2011 at 1:11 am #
  50. Thibault Imbert wrote::

    Hi tomsamson,

    Automatically HW accelerate existing content is not likely to work. We cannot magically HW accelerate all the content produced for the past 15 years and expect everything to work.

    If you look at how modern platforms are working today, what they expose to you are GPU APIs and a layer is created on top of this to abstract the complexity if needed. Why do you think such libraries like Sparrow or Cocos2D exist on iOS for instance and are so popular ?

    You should also check Tinic’s article explaining the issue with automatic/magic HW acceleration, we have been there : http://blog.kaourantin.net/?p=138

    With such frameworks like Starling and others, people have the opportunity to easily transition to HW acceleration and soon, most content will use complete GPU acceleration and this is very likely to change a lot of things.

    Finally, you mention people, which will not know about such frameworks, I am not sure about that. And if tools are needed, they will be relying on such frameworks behind the scenes, so I guess we need to have those pieces before building more on top :)

    Thibault

    Friday, September 23, 2011 at 2:51 am #
  51. Y.Boy wrote::

    perfectly good

    Friday, September 23, 2011 at 4:42 am #
  52. Cedric wrote::

    Thibault.

    Toi qui a été formateur. Comment je vais expliquer cette situation à mes élèves qui vont découvrir l’AS3 cette année ? Vers quoi on se dirige ? Une séparation de la communauté de Flasheurs en 2, ceux qui jouent en 2D native et ceux qui jouent sur le Stage3D ?

    Sache par exemple que cela fait plusieurs mois que j’entends mes élèves dire “c’est vrai que Flash est mort ? on nous que Flash de toute façon c’est fini…”. Alors quelle perspective donner à des nouveaux arrivants vu la situation ? Comment arriver à leur passer doucement la pilule que va falloir se taper une nouvelle API après avoir galéré 1 semaine sur la première ?

    Merci de ton retour, tu peux passer par mon email directement.

    Cordialement.

    Friday, September 23, 2011 at 9:14 am #
  53. Cedric wrote::

    Une solution pourrait être de considérer l’API 2D native comme dépréciée, et former les nouveaux arrivants en AS3 directement sur l’API de Starling.

    Qu’en penses-tu ?

    Friday, September 23, 2011 at 12:22 pm #
  54. Mark Knol wrote::

    I wonder if in Starling the 2.5d features like rotateX, rotateY and rotateZ and z-axis still exist and work right because of stage3d.

    Friday, September 23, 2011 at 12:43 pm #
  55. amiblit@gmail.com wrote::

    Impressive. I’m waiting 2D acceleration since years now. Great work!!!

    Friday, September 23, 2011 at 2:55 pm #
  56. emrah atılkan wrote::

    looks initiative. When will CS 6 release?

    Sunday, September 25, 2011 at 5:19 pm #
  57. Sharon wrote::

    I’m not able to run any of the demos – all I get is a blank screen with a different colored background. On a couple of them I have a stats box. My flash version is 11.0.1.129

    What do I need to do to see them?

    Tuesday, September 27, 2011 at 1:59 am #
  58. Groinko wrote::

    Hi! This is really cool and these demos run very fast!
    But how to activate FP11 with Google Chrome? I’m ok with Firefox and IE but Chrome still have FP10.3
    Thanks for any advice.

    Wednesday, September 28, 2011 at 12:05 pm #
  59. Groinko wrote::

    Sorry for my previous question ^^ I’ve just installed Chrome Canary and it’s ok.

    Wednesday, September 28, 2011 at 12:18 pm #
  60. Pierre Laveklint wrote::

    Is there a workaround to get it running on mobile yet? I get the “wrong wmode value” with gpu

    Would love to see how it runs on the iPad2.

    Friday, September 30, 2011 at 10:04 am #
  61. rprouteau@nds.com wrote::

    Can’t make it work on android mobile device (with flash player 11 installed).
    I’ve tested with a HTC desire and an Acer iconia tab…
    any issues with android ?

    Tuesday, October 4, 2011 at 11:43 am #
  62. Olivier wrote::

    Good job, the library looks great.
    My only concern to use it for production games is distribution. Would it be possible to have the library working transparently with earlier (10.x) version of the flash player using the display list? A bit like software rollback.

    Wednesday, October 5, 2011 at 2:50 am #
  63. Garra wrote::

    Aucun demo ne fonctionne sur IE et firefox
    seulement sur Chrome Canary?????

    dommage

    Wednesday, October 5, 2011 at 3:37 pm #
  64. R9A wrote::

    @tomsamson – Boo-fucking-hoo

    Good job, Thibault & co.

    Wednesday, October 5, 2011 at 11:42 pm #
  65. thanks for this brilliant framework, cannot wait till i use it in my next project!
    Hussein

    Thursday, October 6, 2011 at 11:46 pm #
  66. Behrouz wrote::

    very good performance…
    perfectly cool!

    Monday, October 10, 2011 at 10:12 am #
  67. David wrote::

    Similar to what Kuba asked… will this work natively to export from Flash to iOS?

    Monday, October 10, 2011 at 12:24 pm #
  68. Matthieu wrote::

    Hello,

    Pour les Développeurs ActionScript francophones, j’ai repris les exemples du livre de Thibault avec des explications en français ;)

    http://www.actionscript-facile.com/tag/starling

    A plus,

    Tuesday, October 11, 2011 at 8:12 am #
  69. Salut Thibault,

    Est-il possible de bénéficier de tout ceci avec une application Mobile ? J’ai crue voir que pour le moment Air 3 pour Android et IOS ne supportait pas stage3D ? Si c’est le cas, existe’il une version beta de la prochaine version de Air 3 pour commencer à travailler ? Et sinon Flash CS6 est pour cette année ou 2012… ?

    Merci d’avance,
    Mike

    Tuesday, October 11, 2011 at 7:10 pm #
  70. Astero wrote::

    Salut,

    Cédric pose une question intéressante en 52/53. Est-ce que tu pourrais partager ta réponse, si réponse il y a ^^.
    Merci :-)

    Friday, October 21, 2011 at 10:32 am #
  71. henri b wrote::

    Bonjour,
    j’ai vu qu’il y avait au sanflashcisco une intervention nommée “Stage3D – Changing the Game for Gaming”
    savez vous si elle sera visible sur le net ? si oui où ?
    Merci

    ps : sorry, I wrote in french because I know that Thibault will understand

    Friday, October 21, 2011 at 8:07 pm #
  72. Nik wrote::

    just a little performance test:
    http://niklasknaack.blogspot.com/2011/10/starling-framework-performance-test.html
    hope u like it.

    cheers

    Tuesday, October 25, 2011 at 4:35 pm #
  73. 123flashgames wrote::

    Looks awesome, cant wait to play around with it!

    Wednesday, October 26, 2011 at 8:41 pm #
  74. drpelz wrote::

    This is something that I have been eager for a very long time! GPU-acceleration for 2D-games! Now ANYTHING is possible! This will deliver a whole new gaming-experience!

    Monday, October 31, 2011 at 12:50 am #
  75. David Komer wrote::

    Digging in right now, and really excited! FYI- small typo on page 8- “at not time”

    Monday, October 31, 2011 at 8:37 pm #
  76. loogie wrote::

    Great work! I’m already testing it out and creating a tile-based game… Quite simple with great performance!

    Wednesday, November 2, 2011 at 5:58 pm #
  77. sunix wrote::

    Where can I get the source of the boos’s demo?

    Tuesday, November 8, 2011 at 6:24 am #
  78. Sammi wrote::

    Hi,

    This is super cool! Does the Flash hardware acceleration still only work in the browser and on mobiles or does it work on the desktop as well?

    Tuesday, November 8, 2011 at 2:11 pm #
  79. gilloubox wrote::

    Hi, nice introduction, after playing with the API, I made tutorial on my blog to show how to implement pixels collision detection with starling. Feed back are welcome. here it is : http://www.cocoapp.eu/?p=342
    cheers

    Monday, December 19, 2011 at 11:46 pm #
  80. Bonjour Thibault.

    Pourrait tu ajouter dans la classe textfield de starling la possibilité d’écrire de droite à gauche (hébreu, arabe). Ce serait génial.

    Merci et bonne année.

    Wednesday, December 28, 2011 at 10:42 pm #
  81. oscar wrote::

    HI, really nice work, currently I’m testing I’ve got a problem I’m trying to make something like AngryBirds where you move the whole view fallowing the ball all looks to be ok but the texture is just limitate to the initial view area so when I move I just see my current view moving but no the remaining area to the right, I think this is to save memory just drawing the available area of my texture but is there a way to update it so I can see the remaining area, I hope my question is clear. Regards.

    Sunday, January 8, 2012 at 9:20 am #
  82. Axima wrote::

    woOow !amazing .. .

    Tuesday, January 17, 2012 at 12:25 pm #
  83. Daniel Dourado wrote::

    Is there a bitmapdata.draw() method on Starling? If there is, is it faster?
    Thank you.

    Wednesday, February 1, 2012 at 6:01 pm #
  84. Thonbo wrote::

    cant you rotate particles ?

    Monday, March 19, 2012 at 1:13 pm #
  85. question wrote::

    Hi,

    Mybe this is a stupid question but I must ask. It is reccommended to use starling for mobile apps that are not require to much resources like games?

    Thank you

    Thursday, May 10, 2012 at 4:38 pm #

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  3. Starling framework for flash - All about flash | All about flash on Thursday, September 22, 2011 at 11:28 pm

    [...] can find the introduction of the framework here and you can find, download and test the actual framework [...]

     
  4. [...] : This demo is available here (was produced with Starling) Post a comment | Trackback [...]

     
  5. LAFlash | Blog | Links from Sept. 2011 Meeting w/ R Blank on Friday, September 23, 2011 at 5:43 am

    [...] Introducing Starling – ByteArray.org [...]

     
  6. LAFlash | Blog | Links from Sept. 2011 Meeting w/ R Blank on Friday, September 23, 2011 at 5:43 am

    [...] Introducing Starling – ByteArray.org [...]

     
  7. [...] qui restent surprise. On a appris il y a quelques temps la sortie d#039;un framework nommé Starling, développé par Thibault Imbert (Chef Produit sur la Flash Platform) dont personne n#039;avait [...]

     
  8. Pierre Laveklint || Starling Stage3D Quick Test on Thursday, September 29, 2011 at 6:33 pm

    [...] more about Starling: bytearray.org/?p=3371 starling-framework.org leebrimelow.com/?p=3028 gotoandlearn.com/play.php?id=147 [...]

     
  9. onebyoneblog » Particle Editor for Starling Framework on Saturday, October 1, 2011 at 12:57 pm

    [...] for some quick and easy examples. I also highly recommend reading the lengthy Starling manual available on the ByteArray blog. The last few pages go over how to use particle [...]

     
  10. [...] そして、Starlingのサンプル http://www.bytearray.org/?p=3371 [...]

     
  11. Anyone figure out how to export to Flash 11? | Coders & Admins on Saturday, October 8, 2011 at 4:29 am

    [...] sometimes broken or corrupt (screen displays static looking image). This is with trying to run the Starling demo or simply loading an image into the [...]

     
  12. Starling performance test :Aymeric Lamboley on Saturday, October 8, 2011 at 4:38 pm

    [...] I gave a try to Starling, it is easy to use ! To get start go on this Thibault Imbert page’s blog, there are some examples and a book! Don’t forget to upgrade to the last version of the Flash [...]

     
  13. [...] habe ich mich an die Starling-Introduction-PDF gehalten, in der schon einige gut dokumentierte Beispiele und Anregungen zu finden [...]

     
  14. Links I’m keeping track of for my next project | @scottsantmyer.com on Wednesday, November 23, 2011 at 12:51 am

    [...] http://www.bytearray.org/?p=3371 [...]

     
  15. Lite Bitmap collision detection on AS3 raquo; Cocoapp on Monday, December 19, 2011 at 11:42 pm

    [...] Starling is a display framework which allow developper to use flash player 11 stage 3D API. It replicate the display list structure to gpu, so it#8217;s pretty easy for any flash developper to get into it. Here is more info about Starling. [...]

     
  16. [...] from O’Reilly by Thibault Imbert A few months ago, I was excited to share with you the birth of Starling, the new 2D GPU framework for Flash. I am happy to announce that the tutorial book I wrote is now [...]

     
  17. [...] 9:19 Downloading the PDF… in a zip file? http://www.bytearray.org/?p=3371 [...]

     
  18. [...] Thibault Imbert Tutorial Collection – http://www.bytearray.org/?p=3371 [...]

     
  19. Dotify blog » Lite Bitmap collision detection on AS3 on Friday, November 23, 2012 at 4:41 pm

    [...] Starling is a display framework which allow developper to use flash player 11 stage 3D API. It replicate the display list structure to gpu, so it’s pretty easy for any flash developper to get into it. Here is more info about Starling. [...]

     
  20. Introducing Starling.js | TypedArray.org on Thursday, June 6, 2013 at 2:16 am

    [...] 2 years ago, Starling was born, an open-source ActionScript 3 framework for game development powered by Stage3D in Flash. In the [...]