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OpenFL

From Wikipedia, the free encyclopedia
Software framework for video games
OpenFL
DeveloperOpenFL Contributors
Initial release30 May 2013; 12 years ago (2013-05-30)[1]
Stable release
9.5.0[2] Edit this on Wikidata / 11 November 2025; 15 days ago (11 November 2025)
Repository
Written inHaxe
Operating systemMicrosoft Windows,macOS,Linux[3][1]
PlatformMicrosoft Windows,macOS,Linux,iOS,Android,Flash Player,HTML5[3][1]
TypeSoftware framework
LicenseMIT License[4]
Websitewww.openfl.orgEdit this at Wikidata

OpenFL is afree and open-sourcesoftware framework and platform for the creation of multi-platformapplications andvideo games.[5][6] OpenFL applications can be written inHaxe,JavaScript (EcmaScript 5 or 6+), orTypeScript,[7] 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.[8]

The most popular editors used for Haxe and OpenFL development[9] are:

OpenFL contains Haxe ports of major graphical libraries such asAway3D,[11][12][13]Starling,[14][15]Babylon.js,[16] Adobe Flash and DragonBones.[17][18] 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,[19] includingPapers, Please,Rymdkapsel,Lightbot,Friday Night Funkin', andMadden NFL Mobile.

OpenFL was created by Joshua Granick and is currently administered and maintained by Chris Speciale, software engineer, board member, and co-owner.[20]

Technical details

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OpenFL

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OpenFL is designed to fully mirror the Flash API.[1][6]SWF files created withAdobe Flash Professional or other authoring tools may be used in OpenFL programs.[6]

OpenFL supports rendering inOpenGL,Cairo,Canvas,SVG and evenHTML5 DOM. In the browser,WebGL is the default renderer but if unavailable then canvas (CPU rendering) is used.[21] Certain features (shape.graphics orbitmapData.draw) will use CPU rendering, but the display list remainsGPU accelerated as far as possible.[21]

Lime

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OpenFL uses theLime library for low-level rendering. Lime provideshardware-accelerated rendering ofvector graphics on all supported platforms.[22][21]

Lime is a library designed to provide a consistent "blank canvas" environment on all supported targets, includingFlash Player,HTML5,Microsoft Windows,macOS,Linux,iOS,Android, consoles, set-top boxes and other systems.[21] 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 includescommand-line tools.[21]

Haxe

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Haxe is a high-levelcross-platformmulti-paradigmprogramming language andcompiler that can produce applications and source code, for many differentcomputing platforms, from one code-base.[23][24][25][26] It isfree and open-source software, distributed under theGNU General Public License (GPL) 2.0, and the standardlibrary under theMIT License.

Haxe includes a set of common functions that are supportedacross all platforms, such asnumeric data types,text,arrays,binary and some commonfile formats.[24][27] Haxe also includes platform-specificapplication programming interface (API) forAdobe Flash, C++, PHP and other languages.[24][28]

Haxe originated with the idea of supportingclient-side andserver-side programming in one language, and simplifying the communication logic between them.[29][30][31] Code written in the Haxe language can besource-to-source compiled intoActionScript 3,JavaScript,Java,C++,C#,PHP,Python,Lua[32] andNode.js.[24][27][33][34] Haxe can also directly compileSWF, HashLink andNekoVMbytecode.

Starling

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The Haxe port of theStarling Framework runs onStage3D and supports GPU-accelerated rendering of vector graphics.[21] It uses a custom Stage3D implementation, and does not require the OpenFL display list to work.[21][35]

References

[edit]
  1. ^abcd"Introducing OpenFL".Joshua Granick Blog. 30 May 2013.Archived from the original on 2014-10-02.
  2. ^"Release 9.5.0". 11 November 2025. Retrieved12 November 2025.
  3. ^ab"openfl.org".Archived from the original on 2014-10-26.
  4. ^"LICENSE.md".Github.Archived from the original on 2017-03-30.
  5. ^"README.md".Github.Archived from the original on 2015-08-13.
  6. ^abcDoucet, Lars (2014-03-18)."Flash is dead, long live OpenFL!".Gamasutra.Archived from the original on 2015-08-30.
  7. ^"OpenFL ReadMe".Github.Archived from the original on 2018-04-27.
  8. ^"OpenFL ReadMe".Github.Archived from the original on 2018-04-27.
  9. ^"openfl/openfl".GitHub.Archived from the original on 27 April 2018. Retrieved27 April 2018.
  10. ^Haxe SupportArchived 2015-07-06 at theWayback Machine, FlashDevelop Wiki
  11. ^"Home > Away3D".away3d.com.Archived from the original on 19 November 2010. Retrieved27 April 2018.
  12. ^Away Foundation roadmap 2014Archived 2016-03-06 at theWayback Machine, Away3D Foundation
  13. ^away3d 1.2.0Archived 2016-03-06 at theWayback Machine, Ported to OpenFL 2.x/Haxe,Haxelib
  14. ^Starling FrameworkArchived 2018-01-02 at theWayback Machine, Gamua
  15. ^openfl/starlingArchived 2017-03-30 at theWayback Machine, The "Cross-Platform Game Engine", a popular Stage3D framework
  16. ^BabylonJSArchived 2018-01-01 at theWayback Machine, 3D engine based on WebGL/Web Audio and JavaScript
  17. ^DragonBonesArchived 2017-12-30 at theWayback Machine, Character Rigging Platform
  18. ^openfl/dragonbonesArchived 2018-04-27 at theWayback Machine, Runtime support for DragonBones skeletal animation
  19. ^"Showcase".www.openfl.org.Archived from the original on 26 December 2017. Retrieved27 April 2018.
  20. ^"Administrative Organization Changes".OpenFL Community. 2022-04-26. Retrieved2022-11-17.
  21. ^abcdefgGetting started with Haxe and StarlingArchived 2017-12-27 at theWayback Machine, OpenFL Community, Dec 2017
  22. ^Benefits of using starling over openfl?Archived 2017-12-27 at theWayback Machine, OpenFL Community
  23. ^"Nicolas' announcement of spelling change on Haxe official mail list".
  24. ^abcdPonticelli, Franco (2008-02-11).Professional haXe and Neko. Wiley.ISBN 978-0470122136.
  25. ^Ivanov, Michael (2011-05-24).Away3D 3.6 Cookbook. Packt Publishing Ltd.ISBN 978-1849512817.
  26. ^Doucet, Lars (2015-06-03)."Haxe/OpenFL for home game consoles".Gamasutra.Archived from the original on 2015-09-08.
  27. ^abIntroduction to the Haxe Standard LibraryArchived 2015-08-14 at theWayback Machine, Haxe Docs
  28. ^Target Specific APIs, Introduction to the Haxe Standard LibraryArchived 2015-08-14 at theWayback Machine, Haxe Docs
  29. ^"Haxe Interview". Io Programmo. 2009-04-01:1–6.Archived from the original on 2015-12-08.{{cite journal}}:Cite journal requires|journal= (help)
  30. ^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.
  31. ^Fisher, Matt (2013-01-01).HTML5 for Flash Developers. Packt Publishing Ltd.ISBN 978-1849693332.
  32. ^"Hello Lua! - Haxe".Archived from the original on 2016-08-06. Retrieved2016-07-09.
  33. ^"hxnodejs (4.0.9)".Archived from the original on 2016-06-18. Retrieved2016-07-09.
  34. ^Haxe, iPhone & C++ At LastArchived 2012-04-15 at theWayback Machine, GameHaxe website
  35. ^Starling for OpenFLArchived 2017-03-30 at theWayback Machine, "The "Cross-Platform Game Engine", Github

See also

[edit]
File
formats
Software
(list)
Players
Animation
tools
Programming
tools
Libraries
Converters
Server-side
Obsolete
software
Related
topics
Developers
Proprietary
1980s
1990s
2000s
2010s
2020s
Free and
open-source
1970s
1990s
2000s
2010s
2020s
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