CadetEngine is a component-based AS3 Scene Engine supporting 2D and 3D GPU accelerated rendering, physics, custom behaviours and 3rd party library integration. It supports extensibility by being separated into tiers, each tier augments the Cadet core library via its own library project.

The Cadet core library can be used in conjunction with vanilla Starling, Away3D, etc projects in order to add game processes and behaviours.  Cadet2D and Cadet3D wrap up Starling and Away3D implementations respectively via a single layer of abstraction, providing a simple wrapper API which allows specific properties to be inspectable via the property inspector and serializable using the serialization lib. Cadet2D and Cadet3D give Starling and Away3D a presence in the Cadet scene graph in the same way Cadet2DBox2D gives Box2D a presence in the scene graph.

It’s worth noting that Cadet doesn’t get mixed up in the internal execution of any 3rd party libraries, it simply provides hooks for adding and removing entities to/from those libraries, and adding/removing instances of the libraries themselves; it does all of this by simply calling the 3rd party library’s public API.


	import cadet.core.CadetScene;

	import cadet2D.components.renderers.Renderer2D;
	import cadet2D.components.skins.ImageSkin;
	import cadet2D.components.textures.TextureComponent;

	import components.behaviours.BounceBehaviour;

	import flash.display.Sprite;
	import flash.geom.Point;
	import flash.geom.Rectangle;

	[SWF( width="700", height="400", backgroundColor="0x002135", frameRate="60" )]
	public class BunnyMark extends Sprite
		[Embed(source = "assets/wabbit_alpha.png")]
		private var BunnyAsset:Class;
		private var textureComponent:TextureComponent;

		private var numEntities			:int = 1000;
		private var entityIndex			:uint;

		private var cadetScene:CadetScene;

		public function BunnyMark()
			cadetScene = new CadetScene();

			var renderer:Renderer2D = new Renderer2D();
			renderer.viewportWidth = stage.stageWidth;
			renderer.viewportHeight = stage.stageHeight;

			// Create the shared TextureComponent
			textureComponent = new TextureComponent();
			textureComponent.bitmapData = new BunnyAsset().bitmapData;

			addEventListener( Event.ENTER_FRAME, enterFrameHandler );			

		private function enterFrameHandler( event:Event ):void
			if (entityIndex < numEntities) {
				entityIndex ++;


		private function createBunny():void
			// Add the BounceBehaviour to the scene
			var randomVelocity:Point = new Point(Math.random() * 10, (Math.random() * 10) - 5);
			var bounceBehaviour:BounceBehaviour = new BounceBehaviour();
			bounceBehaviour.velocity = randomVelocity;
			bounceBehaviour.boundsRect = new Rectangle(0, 0, stage.stageWidth, stage.stageHeight);

			// Add a Skin to the scene
			var skin:ImageSkin = new ImageSkin();
			skin.texture = textureComponent;

			// Pass reference to skin to bounceBehaviour
			bounceBehaviour.transform = skin;
2D, 3D . URL.