With the release of the iPad 3 and it's retina display, we've been running into technical (how do I load all those bitmaps into memory!?) and workflow (four copies of everything?!) issues related to our game artwork. Since most of the artwork is created in Flash anyway, it would be great to keep everything as vector and avoid the whole export to bitmap sequence and make sprite sheets song and dance.
We've found a pretty good solution using two open-source C++ projects (MonkVG and MonkSVG) and a flash extension (flash2svg) to display SVG images on iOS.
SVG images are displayed as vector data, not textures. Each file is tesselated and cached in a vertex buffer object, so the peformance penalty of tesselating and uploading the geometry to OpenGL only happens once when the file is first loaded.
The great thing about vectors is that they're scalable. You can support all of the different iOS devices and resolutions (and all of the future ones) with only one version of each asset. They're smaller on disk and in memory (the universal build of our game is ~5MB and when it's running on the iPad 3 with retina enabled it uses about ~20MB of memory).
A few caveats (of course)... MonkVG and MonkSVG only support a subset of SVG – theres' no support for masking, defs and use tags or filters like drop shadows – so you'll have to prepare your artwork with that in mind. Putting everything on the main timeline and breaking it apart works perfectly with the flash2svg extension. To get smooth antialiased artwork you have to turn on multisampling, which can be a performance issue (that said, we've been able to get a solid 60fps for a side scroller with multiple layers of parallax going on).
I've written some classes to let cocos2d handle the SVG image just like any other node :-)
// load an svg image
source = [CCSVGSource sourceWithFile:@"player_idle.svg"];
// display an svg image
sprite = [CCSVGSprite spriteWithSource:source];
sprite.position = ccp(240,160);
// create an svg animation
animation = [CCSVGAnimation animationWithSourcesNamed:@"player_walk_%04d.svg"
// run the animation on the sprite
animate = [CCSVGAnimate actionWithSVGAnimation:animation];
[sprite runAction:[CCRepeatForever actionWithAction:animate]];
Here's the github repo with the CCSVG classes and a workspace setup to build cocos2d, MonkVG and MonkSVG.