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No one ever demonstrated a performant Flash implementation on iOS. (or any other ARM system?) IIRC, Adobe whined and stomped and gave a demo that it could run on iOS, but it didn't run well at all. And as another commenter mentions, security flaws galore.



Do you know a game called "Angry Birds" that runs on mobile platforms? Seems to run pretty smooth in my eyes.

Edit: In case it is not clear, Angry Birds uses the Starling Platform, which uses Stage3D, which uses Adobe AIR, which uses the same technology as Flash, and is written in the same ActionScript3 environment.


I used to work with Stage3D when it came out. Its a crippled API with an even worse shaders API.

AS3 spawned way too many OOP practices in the Flash world for my liking, it was the most naive way to code games I've seen until people started doing the same in JS. Angry Birds is so simple a game it could waste 90% of the system's resources and still run smoothly.

The build pipeline for AIR is also terrible, with XML configuration and arcane documentation and plenty of non-documented behaviors. I once had to maintain a Flash extension, ExtensionBuilder is as bad as a toolchain can get.

I'm so glad Flash is dead :)


Do you have a source for the mobile version of Angry Birds using Flash? My understanding is that only the web\social version of Angry Birds uses Flash and the original iOS mobile version is a native app using a few third party libraries (Box2D and Lua).


Angry Birds was definitely C++/OpenGL. That's how it could run on WebOS with the PDK.




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