Software:OpenFL
Developer(s) | OpenFL Contributors |
---|---|
Initial release | 30 May 2013[1] |
Written in | Haxe |
Operating system | Microsoft Windows, macOS, Linux[2][1] |
Platform | Microsoft Windows, macOS, Linux, iOS, Android, Flash Player, HTML5[2][1] |
Type | Software framework |
License | MIT License[3] |
Website | {{{1}}} |
OpenFL is a free and open-source software framework and platform for the creation of multi-platform applications and video games.[4][5] OpenFL applications can be written in Haxe, JavaScript (EcmaScript 5 or 6+), or TypeScript,[6] and may be published as standalone applications for several targets including iOS, Android, HTML5 (choice of Canvas, WebGL, SVG or DOM), Windows, macOS, Linux, WebAssembly, Flash, AIR, PlayStation 4, PlayStation 3, PlayStation Vita, Xbox One, Wii U, TiVo, Raspberry Pi, and Node.js.[7]
The most popular editors used for Haxe and OpenFL development[8] are:
- Visual Studio Code (with plugin)
- HaxeDevelop (supports code folding, code refactoring and interactive debugging[9])
- Sublime Text (with plugin)
- IntelliJ IDEA (with plugin)
OpenFL contains Haxe ports of major graphical libraries such as Away3D,[10][11][12] Starling,[13][14] Babylon.js,[15] Adobe Flash and DragonBones.[16][17] Due to the multi-platform nature of OpenFL, such libraries usually run on multiple platforms such as HTML5, Adobe AIR and Android/iOS.
More than 500 video games have been developed with OpenFL,[18] including the BAFTA-award-winning game Papers, Please, Rymdkapsel, Lightbot, Friday Night Funkin', and Madden NFL Mobile.
OpenFL was created by Joshua Granick and is actively administrated and maintained by software engineer, board member and co-owner, Chris Speciale.[19]
Technical details
OpenFL
OpenFL is designed to fully mirror the Flash API.[1][5] SWF files created with Adobe Flash Professional or other authoring tools may be used in OpenFL programs.[5]
OpenFL supports rendering in OpenGL, Cairo, Canvas, SVG and even HTML5 DOM. In the browser, OpenGL is the default renderer but if unavailable then canvas (CPU rendering) is used.[20] Certain features (shape.graphics
or bitmapData.draw
) will use CPU rendering, but the display list remains GPU accelerated as far as possible.[20]
Lime
OpenFL uses the Lime library for low-level rendering. Lime provides hardware-accelerated rendering of vector graphics on all supported platforms.[21][20]
Lime is a library designed to provide a consistent "blank canvas" environment on all supported targets, including Flash Player, HTML5, Microsoft Windows, macOS, Linux, iOS, Android, consoles, set-top boxes and other systems.[20] Lime is a cross-platform graphics, sound, input and windowing library, which means OpenFL can focus on being a Flash API, and not handling all these specifics. Lime also includes command-line tools.[20]
Haxe
Haxe is a high-level cross-platform multi-paradigm programming language and compiler that can produce applications and source code, for many different computing platforms, from one code-base.[22][23][24][25] It is free and open-source software, distributed under the GNU General Public License (GPL) 2.0, and the standard library under the MIT License.
Haxe includes a set of common functions that are supported across all platforms, such as numeric data types, text, arrays, binary and some common file formats.[23][26] Haxe also includes platform-specific application programming interface (API) for Adobe Flash, C++, PHP and other languages.[23][27]
Haxe originated with the idea of supporting client-side and server-side programming in one language, and simplifying the communication logic between them.[28][29][30] Code written in the Haxe language can be source-to-source compiled into ActionScript 3, JavaScript, Java, C++, C#, PHP, Python, Lua[31] and Node.js.[23][26][32][33] Haxe can also directly compile SWF, HashLink and NekoVM bytecode.
Starling
The Haxe port of the Starling Framework runs on Stage3D and supports GPU-accelerated rendering of vector graphics.[20] It uses a custom Stage3D implementation, and does not require the OpenFL display list to work.[20][34]
References
- ↑ 1.0 1.1 1.2 1.3 "Introducing OpenFL". 30 May 2013. http://www.joshuagranick.com/blog/2013/05/30/introducing-openfl.
- ↑ 2.0 2.1 "openfl.org". http://www.openfl.org.
- ↑ "LICENSE.md". https://github.com/openfl/openfl/blob/develop/LICENSE.md.
- ↑ "README.md". https://github.com/openfl/openfl.
- ↑ 5.0 5.1 5.2 Doucet, Lars (2014-03-18). "Flash is dead, long live OpenFL!". http://gamasutra.com/blogs/LarsDoucet/20140318/213407/Flash_is_dead_long_live_OpenFL.php.
- ↑ "OpenFL ReadMe". https://github.com/openfl/openfl/blob/4c19781500e71d26f1ec9c3fdaf6214809cab385/README.md.
- ↑ "OpenFL ReadMe". https://github.com/openfl/openfl/blob/4c19781500e71d26f1ec9c3fdaf6214809cab385/README-haxelib.md.
- ↑ "openfl/openfl". https://github.com/openfl/openfl/blob/4c19781500e71d26f1ec9c3fdaf6214809cab385/README-haxelib.md.
- ↑ Haxe Support , FlashDevelop Wiki
- ↑ "Home > Away3D". http://away3d.com/.
- ↑ Away Foundation roadmap 2014 , Away3D Foundation
- ↑ away3d 1.2.0 , Ported to OpenFL 2.x/Haxe, Haxelib
- ↑ Starling Framework , Gamua
- ↑ openfl/starling , The "Cross-Platform Game Engine", a popular Stage3D framework
- ↑ BabylonJS , 3D engine based on WebGL/Web Audio and JavaScript
- ↑ DragonBones , Character Rigging Platform
- ↑ openfl/dragonbones , Runtime support for DragonBones skeletal animation
- ↑ "Showcase". http://www.openfl.org/showcase/flash/.
- ↑ "Administrative Organization Changes" (in en). 2022-04-26. https://community.openfl.org/t/administrative-organization-changes/13460.
- ↑ 20.0 20.1 20.2 20.3 20.4 20.5 20.6 Getting started with Haxe and Starling , OpenFL Community, Dec 2017
- ↑ Benefits of using starling over openfl? , OpenFL Community
- ↑ "Nicolas' announcement of spelling change on Haxe official mail list". https://groups.google.com/d/topic/haxelang/O7PB-ZrX4i4/discussion.
- ↑ 23.0 23.1 23.2 23.3 Ponticelli, Franco (2008-02-11). Professional haXe and Neko. Wiley. ISBN 978-0470122136. https://books.google.com/books?id=nkReDryjU3UC&q=haxe.
- ↑ Ivanov, Michael (2011-05-24). Away3D 3.6 Cookbook. Packt Publishing Ltd. ISBN 978-1849512817. https://books.google.com/books?id=4yAcDM-qQDsC&q=haxe+flash&pg=PT631.
- ↑ Doucet, Lars (2015-06-03). "Haxe/OpenFL for home game consoles". http://gamasutra.com/blogs/LarsDoucet/20150603/245099/HaxeOpenFL_for_home_game_consoles.php.
- ↑ 26.0 26.1 Introduction to the Haxe Standard Library , Haxe Docs
- ↑ Target Specific APIs, Introduction to the Haxe Standard Library , Haxe Docs
- ↑ Haxe Interview. Io Programmo. 2009-04-01. pp. 1–6. http://ncannasse.fr/blog/haxe_interview.
- ↑ Grden, John; Mineault, Patrick; Balkan, Aral; Hughes, Marc; Arnold, Wade (2008-07-16). The Essential Guide to Open Source Flash Development. Apress. p. Chapter 9 (Using Haxe). ISBN 978-1430209942. https://books.google.com/books?id=MNo27PxpM_AC&q=haxe+flash&pg=PA231.
- ↑ Fisher, Matt (2013-01-01). HTML5 for Flash Developers. Packt Publishing Ltd. ISBN 978-1849693332. https://books.google.com/books?id=O2DWzWRnQPwC&q=haxe+flash&pg=PT377.
- ↑ "Hello Lua! - Haxe". https://haxe.org/blog/hello-lua.
- ↑ "hxnodejs (4.0.9)". http://lib.haxe.org/p/hxnodejs.
- ↑ Haxe, iPhone & C++ At Last , GameHaxe website
- ↑ Starling for OpenFL , "The "Cross-Platform Game Engine", Github
See also
Original source: https://en.wikipedia.org/wiki/OpenFL.
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