Update: the full sources for those benchmarks are available in the minko-examples repository on github:
The new version of Minko (Minko 1 is already available on GitHub) will introduce a few major API changes. Those changes are designed to provide better performances: Stage3D will soon be available for Android and iOS and we wanted to be ready.
To test the new version, we developed The Mirage: a small and yet addictive 3D game where you have to shoot flying saucers. You can control the game with and HTML5 web application on your iPhone/Android device. The application was built in just 24h with Minko 2 and it works on the web, the iPad, iPhone and Android devices. Check it out if you haven’t already seen it!
Minko 2 will eventually bring an incredible performance boost. Indeed, the boost is so big that working with Minko 2 will be just as fast as working with the bare Stage3D API (yes, that’s a bold claim… literally!). I will not explain how we achieved this in details, but to put it simply we’ve introduced an optimized scene-to-GPU data binding API that makes it possible to have a very high level scene representation working on a very low level static list of draw calls. Those draw calls can then be fed directly to the GPU.
If you’re a Flex/WPF developer, you’re probably familiar with the view/script data binding API. Minko’s data binding API is the same but the view is a 3D scene.
In order to demonstrate how fast it is, I’ve done a little stress test application:
870 Million Triangles Per Second right after the jump!