The vast majority of the Flash API is available and cross-platform communication is possible through web sockets. Take a look at https://www.youtube.com/watch?... for a nice demo of one such project.
You can already create native iOS and OS X apps using OpenFL, along with Android, Windows, Linux, Flash and HTML5. There's nothing to stop you selling these apps through the various stores.
There are projects underway to create a common API which targets Stage3D, OpenGL and WebGL, but with a bit of work you can do 3D already. Whilst nobody to my knowledge is working on a port of Starling at present, there are great ports of Flixel and FlashPunk already, along with a range of alternative game engines.
Or as a way of targeting a range of different platforms using a familiar and proven API without needing to learn a different language or worry about understanding the low-level architecture for each platform. By producing a native application for each platform, which targets the hardware directly, it also maximises performance without the overhead of an interpreter or renderer.
Have you looked into Haxe and OpenFL? Or maybe read the article?
The vast majority of the Flash API is available and cross-platform communication is possible through web sockets. Take a look at https://www.youtube.com/watch?... for a nice demo of one such project.
You can already create native iOS and OS X apps using OpenFL, along with Android, Windows, Linux, Flash and HTML5. There's nothing to stop you selling these apps through the various stores.
There are projects underway to create a common API which targets Stage3D, OpenGL and WebGL, but with a bit of work you can do 3D already. Whilst nobody to my knowledge is working on a port of Starling at present, there are great ports of Flixel and FlashPunk already, along with a range of alternative game engines.
Read the article. You're commenting on something completely unrelated. This isn't about creating an insecure alternative to the Flash plugin.
Or as a way of targeting a range of different platforms using a familiar and proven API without needing to learn a different language or worry about understanding the low-level architecture for each platform. By producing a native application for each platform, which targets the hardware directly, it also maximises performance without the overhead of an interpreter or renderer.