We recently announced AIR 3.2 with Stage3D support for mobile. Some of you have asked about learning more about GPU programming, best practices and also some of you had questions regarding the BunnyMark test we had in the AIR 3.2 video.
The BunnyMark demo we showed, uses a tiny framework developed internally at Adobe (named GPUSprite). It makes use of support classes called GPUSprite/GPUSpriteLayer, which optimize rendering by allowing a large number of of sprites to be drawn in a single draw call (batching).
This means all those sprites must be able to sample their image from the same sprite sheet. Performance is really nice. You could extend it to multiple sprite sheets, but you will have to organize your content into layers with one layer per SpriteSheet.
All the objects on a higher layer will be rendered on top of objects on lower layers. For a scrolling game with background, foreground, characters, effect layers and so on, it is a nice authoring solution. Of course this has way more restrictions than what Starling would allow, it actually has very limited features.
So do not consider this as a silver bullet, consider this as an example to learn how to program GPUs efficiently, or also tweak frameworks to achieve higher framerates.
Live demo of GPUSprite below :