Starling + OpenFL

For the past 18 months I’ve been working on Haxeling (original post), a port of the popular 2D hardware accelerated framework Starling. The port has been going astonishingly well over this period and has been used on countless projects. The only thing that has bugged me throughout this period has been the fact that there has been multiple Haxe ports of Starling with the same goal in mind, effectively resulting in fragmented development. Additionally due to Starling’s reliances on OpenFL’s implementation of Stage3D there have been a number of instances where there have been breaking changes when updating OpenFL.

That being said I’m pleased to announce that today we’re joining forces with OpenFL to deliver a single port of Starling. The new port will be available via the openfl repository openfl/starling and haxelib. The most important thing to take away from this is now that OpenFL and Starling development is handled within the same organization breaking changes will be a lot less likely.

Please note that given that the majority of the code found in the new starling has come from vroad‘s port, so there is the possibility that behavior is going to be slightly different. This being the case, if you are currently using Haxeling I strongly suggest you test the new version and feedback as soon as possible.

A huge thanks to vroad for all his work on the port to date and Joshua for facilitating this transition.

Note: the current release is based off the 1.8 branch, we will be working towards a 2.x release  in the coming months.

 

6 Comments

  1. This is GREAT news. How well does this compile and run on mobile ? I’d be interested in doing some testing if it seems to already work well on android and ios.

  2. Hey Matthew. Yeah you have a few options when it comes to Mobile. You can compile via the java haxe target for Android, or you can target Flash and then compile the swf into an AIR apk or api. We use the second option a lot and performance is about the same as if you were to do this with pure as3.

  3. it still has the limitations of openFL, right? like no h264 support or any video format for that matter

  4. That’s fantastic news! Let me know if there’s anything I can do in the original (pure AS3) library to make your life easier.

  5. @Gustavo mp4 works with the flash/air target with a standard Video object, or via VideoTexture.
    and VideoTexture has also just been implemented in OpenFL as of a few days ago (currently only available on the develop branch of OpenFL)

  6. Thanks Daniel, just keep doing what you’re doing :)

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