https://dl.dropboxusercontent.com/u/583 ... index.html
arrows move, mousewheel zooms.
and there is some touch support. touch feet to drop. two touches jump.
60fps mobile(note this is a device limitation not performance hit)
with room for improvement.
and many many ways it could be optimized further.
Scales without seams.
Very few sprites.
Meets in-between of tiling background performance and tiling sprites performance. (but at max fps on all my machines I cant honestly verify this simply theory crafting)
Large background image. (this could easily be broken up into smaller images)
Multistage level design(you tile everything and build your level and then have to again set solids etc etc)
Performance(both a con and pro depending how you look at it)
And a picture
https://dl.dropboxusercontent.com/u/583 ... apture.JPG
As for memory management. Not all objects need loaded at the same time. store object data in arrays and create those objects as needed and destroy them as needed. Think of this like minecraft "chunks" You only need to load so many "chunks" at a time.
That means a 3000 object project might only have loaded 300 objects at any given time. Just food for thought.
An amazing feature construct should do instead of tiled backgrounds or sprites etc. Is procedurally/dynamically/viewpoint loaded objects. When the viewport is near where objects should be, load them and create them. Otherwise, they dont need to be loaded or known about until later.