Open Source Haxe/OpenFL Platform Will Support Home Game Consoles
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.
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.
every once in a while without selling a kidney for the privilege. I don't know what any of this crap is, but as long as it helps with that goal I guess it's good. As long as someone says so.
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 games. But for doing anything serious, you're going to want to get as close to the metal as possible.
What I'd REALLY like to see for consoles is an asset optimization system -- something that will package up game assets in the optimal format for storage/loading on each platform. Then the coding becomes much simpler.
In other news, water wet, sky generally considered blue.
I've been looking through the Haxe documentation, but I can't see how it does memory management. Does anyone know? Is it garbage collected?
"First they came for the slanderers and i said nothing."
Heard good things about that game. Look forward to seeing it in the PSN store.
SJW's don't eliminate discrimination. They just expropriate it for themselves.
This is great, but consoles have really restrictive NDAs that make it impossible to release FOSS. Most likely they are going to have to maintain a FOSS fork and then separate forks for Sony, Nintendo, and Microsoft licensees which cost additional money and carry the same NDA terms that consoles do.
I guess they have to do this to be a 'serious' game framework, but I really wish we could push back against these NDAs.