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Open Source Programming Games

Open Source Haxe/OpenFL Platform Will Support Home Game Consoles 20

lars_doucet writes: At last week's World Wide Haxe conference, a coalition of game developers announced that the open source platform Haxe/OpenFL is coming soon to home game consoles. The first three games that will ship using the technology are Yummy Circus, Defender's Quest (HD edition), and the award-winning Papers, Please. Haxe is a programming language that compiles to other programming languages (everything from C++ to Javascript to Python), has been around for about 10 years and is quite powerful. OpenFL is a hardware-accelerated cross-platform reimplementation of the Flash API, built on top of Haxe (but does not have the Flash player's performance and security limitations and has nothing to do with Adobe), and is built on a low-level cross-platform layer called Lime, which can be used separately for those who have no need for a Flash-like API. This could eventually lead to console compatibility for engines that are built on top of Haxe/OpenFL, such as Away3D, Stencyl, HaxeFlixel, and HaxePunk.

Six console targets are planned: Wii U, PS4, Xbox One, PS Vita, 3DS, and PS3; footage of demos running on the Wii U was presented at the talk and are included in the linked article.
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Open Source Haxe/OpenFL Platform Will Support Home Game Consoles

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  • So is this basically a framework that allows people to port all their Flash games to the console? Because at the end of the day, that's what it sounds like.

    Adding another layer of abstraction means adding another layer of non-optimization in the coding process. For desktop apps, that's not too big an issue; but consoles have a longer upgrade cycle and a restricted memory footprint.

    So for games that don't push the hardware in the first place, this should work fine -- such as porting a bunch of Web Flash ga

    • What you're basically asking for is the underlying Lime layer which is a part of this solution. The "OpenFL" part -- the Flash API implementation, is a convenience layer that would, yes, make it possible to port flash games to consoles, but the underlying Lime layer is pretty close to the metal and does as little as possible while unifying things like asset management and providing direct access to a consistent rendering API.

      This compiles down to native C++ output making hardware calls and unlike Unity,
  • by phantomfive ( 622387 ) on Thursday June 04, 2015 @02:11PM (#49840675) Journal
    I've been looking through the Haxe documentation, [haxe.org] but I can't see how it does memory management. Does anyone know? Is it garbage collected?
  • Heard good things about that game. Look forward to seeing it in the PSN store.

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