Attached is a screenshot of it.

Basically you control a cloud, that flies over the randomly generated large 
(infinite?) land. WASD controls, strafe across the world, mouse up down 
increases or lowers the size (height, visually) of the cloud, and alters 
the over all speed. 

That's the gist.

I would like to draw everything in game, which would be (which is what I'm 
using ColorLayer for, can't find a better solution):

Cities (those brown rectangle things you see)
Cloud (a bunch of alphaed ColorLayers distributed by using random.triangle)
River (draw line)
Forests (to be drawn, I guess using ColorLayers like pixels?)

Problem is, obviously, it's it a bit of a hog and gets slow. A city will 
have, say, 20-50 ColorLayers of varying sizes and colours. A City is a 
Sprite with ColorLayers added to it.A Sprite is a BatchableNode, so I guess 
that's as optimized as it could be?

I have the cloud on the main layer, and the Land Layer (cities + river 
+land +whatever else) that I move based on the user input. So really the 
user is moving the land layer and staying still.

I looked at ScrollableLayer, but didn't find enough examples, and looks 
like it wanted one of those tile.xml map things, which I'm not using. 

So, my questions are:

1) Is there a better way to draw the stuff I want to draw in game?
2) Is there something I should be looking at to speed things up?
3) Is it basically just unfeasible to draw anything in game and hope for 
decent performance?
4) If I add and remove things to the LandLayer as they become viewable, 
will that get me better performance?
5) Any other way to write this (I'm sure there is) that'll result in faster 
code?

Thanks!
J

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<<attachment: cloudBurst_Alpha3.PNG>>

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