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haxeflixel.com

HaxeFlixel is a 2D Game Engine that lets you create cross-platform games easier with free, open source technology!

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What is HaxeFlixel?

HaxeFlixel is a free, open-source 2D game engine built on Haxe. Its main pitch is cross-platform development from a single codebase: you write the game once and compile it natively to multiple targets rather than porting it by hand. It is aimed at programmers who want a lightweight code-first 2D engine rather than a visual editor or a drag-and-drop tool.

What it gives you

  • One Haxe codebase for desktop, mobile, web and other supported targets, using native compilation.
  • A 2D-focused feature set rather than general-purpose 3D rendering.
  • Open-source technology with no licensing cost implied by the project's own description.
  • A learning path through demos, snippets, docs, an API reference, a forum and a showcase of released games.

Who it suits

  • Developers comfortable with code and a command-line or IDE workflow.
  • Small teams or solo developers making 2D games who value portability over a large built-in editor.
  • People already using Haxe, or willing to learn it, since the engine is not a standalone scripting environment.

Trade-offs to weigh

  • Cross-platform reach is convenient, but each target still needs its own testing, input handling and performance checks.
  • A code-first engine means more setup and less instant visual feedback than an editor-centric tool.
  • The ecosystem is smaller than for some mainstream engines, so you may rely more on the official docs, forum and demos.

A practical next step: browse the 79 demos and the showcase on HaxeFlixel, pick one demo close to your genre, and try compiling it for two targets you actually care about. That quickly tells you whether the workflow and target support fit your project.

How do I install and set up HaxeFlixel for a new project?

HaxeFlixel is an open-source 2D game engine built on Haxe and OpenFL, so setup means installing the Haxe toolchain, the engine libraries, and a target platform SDK, then generating a starter project. The official HaxeFlixel site points you to a Getting Started guide for exactly this sequence.

The basic setup path

  1. Install Haxe — the compiler and language runtime everything else depends on.
  2. Install Haxelib — Haxe's package manager, bundled with Haxe.
  3. Install the engine libraries — Flixel plus its rendering/dependency stack (OpenFL and Lime).
  4. Install a target SDK — for desktop, mobile, or web output, depending on where you want to ship.
  5. Run the project generator — HaxeFlixel ships a command-line template tool that scaffolds a new project directory with source, assets, and build files.
  6. Build and run — compile to your chosen target to confirm the toolchain works before writing game code.

Choosing your target early

Target Typical use Trade-off
Desktop (native) Tools, jam games, Steam-style releases Needs a platform SDK installed; build times longer
Web/HTML5 Browser demos, itch.io-style hosting Fastest to share; performance ceiling lower
Mobile Touch games Extra SDK setup and signing steps

Pick one target for your first build and get it working end to end. Adding targets later is mostly a matter of installing their SDKs, not restructuring your project.

A concrete first-project scenario

You want a small platformer for a game jam. Install Haxe and Haxelib, add Flixel and its dependencies, then generate a project and compile to desktop first — it gives the clearest error messages if something is missing. Once the default template runs, open the source folder and start replacing the sample state with your own. If you later want a browser build to share with judges, add the web target and recompile the same codebase.

Where to go next

The site's Docs section covers the API and workflow in depth, and the Demos and Snippets pages are useful for copying working patterns rather than reading theory. If you get stuck on a build error, the community forum and Discord linked from the site are the practical places to ask, since setup problems are usually environment-specific rather than engine-specific.

One decision criterion: if you have never used Haxe before, budget your first session for toolchain setup alone and treat "the sample project compiles and runs" as the finish line. Game code comes after that.

Can I publish games made with HaxeFlixel to consoles like Nintendo Switch or PlayStation?

Yes, but not through the engine alone. HaxeFlixel itself is a free, open-source 2D engine built on Haxe and OpenFL/Lime, and its own site presents it as a way to build cross-platform games from one codebase and cross-compile natively to a set of targets. Console publishing, however, is gated by the platform holder rather than by HaxeFlixel: Nintendo, Sony and Microsoft each run their own developer program, and you need approved access before you can even receive the console SDKs.

What that means in practice

  • HaxeFlixel gives you the game code and rendering layer; the console-specific backend comes from the underlying framework and the official SDK you are licensed to use.
  • Because HaxeFlixel sits on OpenFL/Lime, console support depends on whether that stack has a supported path for the target console at the time you ship.
  • The practical blocker is usually legal and logistical, not technical: you must be an approved developer, sign NDAs, and often work through a porting specialist or publisher.

Decision criteria

Situation Sensible route
Hobby project, no console approval yet Ship to desktop and web first; treat console as a later goal
Small studio with a finished PC game Apply to the platform holder's developer program, or partner with a publisher who already has console access
Console is the primary target from day one Confirm the current console support status of the Haxe/OpenFL/Lime stack before committing, and budget for porting help

A concrete next step: check the engine's own documentation and community forum for the current state of console targets, then look at the official developer programs for the platforms you care about. Useful starting points are HaxeFlixel, OpenFL, Lime, and the platform holders' developer portals, such as Nintendo Developer and PlayStation Partners. If you are not yet an approved developer, plan your release around desktop or web distribution and revisit consoles once you have access.

How does HaxeFlixel compare to other 2D engines like Unity or Godot for cross-platform development?

HaxeFlixel is a code-first, free and open-source 2D engine built on Haxe and OpenFL, aimed at developers who want one codebase compiled natively to many targets. Compared with Unity and Godot, it is narrower but lighter: it does 2D well and little else, while the other two are general-purpose engines with editors, 3D pipelines and larger asset ecosystems.

Where HaxeFlixel fits

Its main advantage is the Haxe language itself. One codebase can target desktop, mobile, web and consoles (subject to platform approval), and there is no heavyweight editor to learn. The site points to 79 demos for learning by example and a showcase of shipped games, which is useful for judging whether the engine suits your project's scale.

Trade-offs to expect:

  • No visual scene editor. You work primarily in code and config, which suits programmers but slows level design for artist-heavy teams.
  • Smaller community and asset store. Fewer tutorials, plugins and third-party tools than Unity or Godot.
  • Console support typically requires middleware and platform holder approval, not a one-click export.
  • 2D only. If you might need 3D later, this is the wrong starting point.

How the three compare

HaxeFlixel Unity Godot
Primary strength Lightweight 2D, one codebase Broad 2D/3D, huge ecosystem Free, open-source 2D/3D with editor
Workflow Code-first Editor-centric Editor-centric
Best for Programmers, small 2D teams Teams needing 3D or middleware Indies wanting an open editor

A practical next step

Prototype the same small 2D scene — player movement, one enemy, one UI screen — in HaxeFlixel and in your alternative. If you are comfortable in code and the target list matches your platforms, HaxeFlixel's simplicity is a real speed advantage. If your team relies on a visual editor or you need 3D, start with Godot or Unity instead.

How can I learn HaxeFlixel through its official demos and code snippets?

HaxeFlixel's official site treats its demos as the main learning path: the homepage points to a demos section with 79 examples, alongside dedicated Snippets and Docs pages. That combination is enough to learn the engine without buying a course, provided you use the demos as runnable reference code rather than as a tutorial series.

A workable learning loop

  1. Skim the Docs for the core loop concepts: states, sprites, and how an update/render cycle is structured.
  2. Open the demos and pick ones matching a mechanic you want — movement, collisions, animation, UI.
  3. Read each demo's source and trace where the state class starts, what it creates in create(), and what changes in update().
  4. Copy a small piece into your own project and change one variable at a time (speed, gravity, spawn rate) to confirm you understand it.
  5. Keep the Snippets page for short, isolated patterns when you don't need a whole demo project.
  6. Use the API reference when you need an exact method signature, and the forum when behavior surprises you.

What each resource is actually for

Resource Best use Limitation
Demos Seeing complete, runnable examples of a mechanic Large projects can be hard to read end-to-end
Snippets Short reusable patterns Little surrounding context
Docs Concepts and setup Not a step-by-step course
API reference Exact classes and methods Assumes you know what you're looking for
Forum / Discord Specific blockers Answers vary in quality and recency

A concrete scenario

Suppose you want a platformer. Find a platformer demo, run it, then rewrite its player state from scratch while keeping the demo open as a reference. When your jump feels wrong, compare your gravity and velocity values against the demo's rather than guessing. That comparison habit is what makes the demo library useful — it gives you a known-good baseline.

Decision criterion

If you already know a similar 2D engine, start with demos and use the API reference as backup. If this is your first engine, read the Docs' getting-started material first, then work through two or three small demos before attempting anything original.

For background on the underlying language and framework, see Haxe and OpenFL.

What are the licensing and commercial use terms for games built with HaxeFlixel?

HaxeFlixel is free and open source, and the engine itself does not impose royalties or a commercial license fee on the games you build with it. You can sell a game made in HaxeFlixel, ship it on commercial storefronts, and keep your revenue; the project describes itself as free, open source technology for cross-platform 2D games.

The practical licensing question is usually not HaxeFlixel itself but its dependencies and your assets. HaxeFlixel is built on Haxe and OpenFL/Lime, and those layers have their own open-source licenses. In a normal commercial project these are permissive enough for closed-source distribution, but you should confirm the exact license texts for the versions you ship, especially if you modify engine code rather than just use it.

What to check before release:

  • Engine and framework licenses: Review the license files in HaxeFlixel and its Haxe/OpenFL/Lime dependencies for attribution or notice requirements.
  • Your own code: You are not required to open-source your game just because you used HaxeFlixel.
  • Third-party libraries and assets: Art, music, fonts, and add-on libraries carry their own terms; these are the most common source of commercial problems.
  • Store and platform terms: Console, mobile, and desktop storefronts add their own agreements on top of the engine license.

For official details, start with HaxeFlixel and its documentation, then check the license information for Haxe and OpenFL if you need the dependency terms. As a next step, open the license file in your project's HaxeFlixel and Lime directories and list every dependency you actually ship—that inventory is what a publisher or legal reviewer will ask for.

Related questions

More questions →
What Are Open-Source UI Element Libraries and How Do They Differ From UI Frameworks?

An open-source UI element library is a collection of individual, ready-made interface pieces—buttons, cards, inputs, toggles, loaders—that you copy into your own project and adapt. A UI framework, by contrast, is a structured system of components, conventions, and often a theming layer that governs how your whole interface is built. The practical difference: an element library gives you a snippet; a framework gives you a way of working. If you need a polished button in ten minutes, reach for the element library. If you're building a 40-screen product with a team, you probably want the framework.

What "open-source UI element library" actually means

The term gets used loosely, so it helps to separate the parts:

  • Open-source: the code is publicly available, and the license tells you what you may do with it—copy, modify, redistribute, or use commercially.
  • UI element: a single, self-contained piece of interface, usually small enough to read in one sitting. A button with hover states, a pricing card, a search field.
  • Library: a browsable, searchable collection of those elements, typically contributed by many different people.

On a site like Uiverse, elements are shared by a community and written in plain CSS or Tailwind. You find one you like, copy the markup and styles, paste them into your project, and adjust colors, spacing, and text to fit. There's no package to install and no build step required—which is exactly the appeal, and also the source of most of the confusion.

Element library vs. UI framework: the core differences

Dimension Open-source UI element library UI framework / design system
Unit of reuse A single snippet you copy A component you import or call
Installation None; paste into your code Package install, config, sometimes a provider
Consistency Depends on you; each element may look different Enforced by shared tokens and APIs
Theming Manual edits per element Central theme/config file
Updates You own the copy; no upstream updates Version bumps bring fixes and changes
Accessibility Varies per contributor; must be checked Usually tested and documented
Best for Prototypes, landing pages, small sites, one-off needs Multi-page apps, teams, long-lived products
Learning curve Low—read the CSS Higher—learn the API and conventions

The table isn't a verdict. It's a map of trade-offs. Element libraries win on speed and freedom; frameworks win on consistency and maintenance.

Licensing and attribution: what to check before you paste

This is where people get into trouble, and it's worth slowing down for.

  1. Find the license. Every element or collection should state one. Common open-source licenses include MIT, Apache-2.0, and BSD. Some projects use copyleft licenses like GPL, which can impose obligations if you redistribute your code.
  2. Understand what the license permits. MIT and Apache-2.0 are permissive: you can typically use the code in commercial and closed-source projects. Copyleft licenses may require you to release derivative source under the same terms.
  3. Check attribution requirements. Permissive licenses usually require you to keep the copyright notice and license text somewhere in your project. That's a real obligation, not a formality.
  4. Look for per-element terms. On community sites, the site's overall terms and the individual contributor's stated wishes may differ. If a contributor asks for credit, honor it.
  5. When in doubt, ask or avoid. If a snippet has no license at all, you don't have clear permission to reuse it. Treat "no license" as "not open source," even if the code is publicly visible.

This article is general information, not legal advice. For commercial products with real exposure, have someone qualified review the licenses you're relying on.

How to use a community element in your project: a practical workflow

Here's a repeatable process that avoids most of the usual mess.

1. Start from a real need, not a browsing session

Decide what you need first—"a compact primary button with a loading state"—then search. Browsing aimlessly produces a pile of pretty snippets that don't fit together.

2. Copy the smallest version that works

Take the markup and the styles. Strip anything you don't need: demo wrappers, extra animations, decorative layers. Less code means fewer surprises.

3. Convert it to your conventions

If your project uses design tokens or CSS variables, replace hard-coded values:

/* Before: hard-coded */
.button { background: #4f46e5; border-radius: 8px; }

/* After: token-based */
.button { background: var(--color-primary); border-radius: var(--radius-md); }

This one step is what keeps a copied element from looking like a foreign object in your UI.

4. Check accessibility before you ship

Community elements vary widely here. Verify at minimum:

  • Keyboard focus is visible and the element is reachable by Tab.
  • Color contrast meets WCAG AA (4.5:1 for normal text).
  • Interactive elements use semantic HTML (<button>, not a clickable <div>).
  • Form inputs have associated labels.
  • Motion respects prefers-reduced-motion.

5. Test in context

Paste it into a real page with real content. Long labels, small screens, and dark mode break more copied elements than anything else.

6. Note where it came from

Keep a short comment or an internal credits file: source, license, date. Future you—and your legal reviewer—will be grateful.

Where element libraries genuinely shine

  • Prototypes and demos: you need something clickable today, not a design system.
  • Landing pages and marketing sites: a handful of distinctive elements, each custom.
  • Filling gaps: your framework lacks one specific component, and you don't want to build it from scratch.
  • Learning: reading well-made CSS is one of the fastest ways to improve.
  • Small projects: a personal site doesn't need a theming architecture.

Where they fall short

  • Consistency at scale: ten elements from ten contributors rarely look like one product.
  • Maintenance: you own every copy. When your design changes, you edit each one.
  • Accessibility debt: you inherit whatever the contributor did or didn't do.
  • No upstream fixes: a bug fixed in the original won't reach your copy.
  • Integration friction: different naming conventions, different units, different assumptions about resets.

When to choose which

Choose an element library when the scope is small, the timeline is short, or you need a few distinctive pieces rather than a whole system.

Choose a framework or design system when multiple people build multiple screens over months, when consistency is a product requirement, or when accessibility and theming need to be guaranteed rather than checked.

A hybrid works well for many teams: adopt a framework for the structural components—forms, navigation, layout—and borrow individual elements for the places where you want personality. Just route every borrowed element through the same token and accessibility checks, so it lands as part of your system rather than beside it.

The short version: open-source UI element libraries are a fast, flexible way to get good-looking interface pieces into a project. They are not a substitute for a design system, and the license and accessibility details are the part worth reading carefully.

What Is HaxeFlixel?

HaxeFlixel is a free, open-source 2D game engine for building cross-platform games from a single codebase. It suits developers who want to write a 2D game once and compile it natively to multiple targets, and who are comfortable working in the Haxe language and an open-source toolchain. If you need a 3D engine or a drag-and-drop editor with no coding, it is not the right fit.

What HaxeFlixel actually is

According to its site, HaxeFlixel is "a 2D Game Engine that lets you create cross-platform games easier with free, open source technology." Two claims matter most:

  • One codebase, many platforms. The engine is built around cross-compiling your game natively to multiple targets rather than rewriting per platform.
  • Free and open source. The project describes itself as "proudly powered by open source, cross-platform tech," and its engine code is hosted publicly (the site links to haxeflixel/flixel on GitHub).

It is not a standalone application you open and click around in. It is a framework and toolchain you build with, layered on top of the Haxe language and other open-source, cross-platform technology.

Who it is for

HaxeFlixel fits you if:

  • You are making a 2D game (it is explicitly a 2D engine).
  • You want to ship to several platforms from one codebase instead of maintaining separate projects.
  • You are willing to write code in Haxe and work with an open-source stack.
  • You value a free, open-source engine with a public repository you can inspect.

It is a weaker fit if you need 3D rendering, a visual scripting-only workflow, or a commercial engine with paid support contracts.

How to evaluate it before committing

The site provides concrete material to judge the engine rather than just read about it:

Resource What it gives you
Getting Started The entry path for setting up and building your first project
Docs Written documentation for learning the engine
API Reference for the engine's classes and functions
Demos 79 demos you can browse and learn from
Snippets Short code examples
Showcase Games built with HaxeFlixel

A practical first step: open the Demos and Showcase pages, find a demo close to the kind of 2D game you want to make, and read its code. That tells you more about whether the engine's style matches how you like to work than any feature list.

The technology behind it

The site presents the engine as a combination of open-source, cross-platform components, summarized as "+ + =" and "HaxeFlixel is powered by + +." The specific named components are not spelled out in the available page text, so treat the exact stack as something to confirm on the Docs page rather than assume. What is clear from the source is the design goal: cross-platform, native compilation, open source.

Practical next steps

  1. Go to Getting Started to install the toolchain and create a project.
  2. Browse the 79 demos and pick one near your target genre.
  3. Read its source alongside the Docs and API reference.
  4. Check the Showcase to see finished games and confirm the engine can reach the scope you have in mind.

The site also links to community channels (Twitter, GitHub, Discord, Patreon) and lists platinum and gold sponsors, which is where you would go for help or to follow development.

Which platforms can HaxeFlixel games run on?

HaxeFlixel is built for cross-platform 2D game development: the official site states you can "cross-compile your games natively" to multiple targets from "one codebase." That means the same Haxe project can be compiled to different platform targets rather than rewritten per platform. The exact, current list of supported targets is maintained in the official documentation and Getting Started pages, so treat those as the authoritative source if you need a definitive list for a production decision.

What the official site says

From haxeflixel.com:

  • "Create cross-platform games easier and free. All with one codebase." — cross-platform output and a single codebase are the core selling points.
  • "Cross-compile your games natively to:" — the homepage introduces a target list (rendered as icons on the page), confirming native cross-compilation as the intended workflow.
  • "Proudly powered by open source, cross-platform tech" — the portability comes from the underlying open-source stack rather than a proprietary runtime.

The homepage does not spell out the full platform names in text form, so the precise target list should be confirmed on the Docs or Getting Started pages.

How the cross-platform model works

HaxeFlixel sits on top of a layered open-source stack. The site expresses this as a simple equation: HaxeFlixel is "powered by" its underlying technologies (shown as + + = on the page). The practical implication:

  1. You write game logic once in Haxe.
  2. The Haxe compiler cross-compiles that code to a platform target.
  3. HaxeFlixel and its rendering/backend layer handle the platform-specific output.

This is why the site frames the benefit as "one codebase" — porting is a compile-target change, not a rewrite.

Where to confirm the exact target list

Because the homepage presents targets visually rather than as a text list, use these official entry points:

Resource What to check
Getting Started Setup instructions and the targets you can build for
Docs Platform-specific notes and requirements
API Backend and target-related APIs
Demos 79 official demos you can browse and learn from
Showcase Real shipped games, useful for seeing which platforms projects actually target

Practical way to decide

  • If your goal is desktop and web distribution from one codebase, HaxeFlixel's stated model fits directly — you maintain one project and compile to each target.
  • If you need a specific platform (for example, a particular console or mobile store), verify that target in the Docs before committing, since the homepage does not enumerate every target in text.
  • If you want to see proof of shipping, the Showcase lists popular games built with HaxeFlixel, and the 79 demos let you inspect working code.

Key takeaways

  • HaxeFlixel's official positioning is cross-platform, native cross-compilation from a single codebase.
  • The homepage confirms the capability but presents the target list visually; the Docs and Getting Started pages are where you confirm exact platforms.
  • The portability rests on an open-source, cross-platform technology stack, which the site summarizes as its "powered by" equation.
  • The site does not state pricing or account requirements on this page, so do not assume free access or no login for every resource — check the relevant page.
What technology powers HaxeFlixel?

HaxeFlixel is powered by open-source, cross-platform technology: the Haxe language, the OpenFL framework, and the Lime backend. The official site presents this as a simple equation — "+ + =" — and describes the engine as free, open source, and built so you can "create cross-platform games easier" from "one codebase." If you want to know what you're actually building on before committing to the engine, that stack is the answer.

The stack, layer by layer

The homepage reduces the foundation to three components that combine into the engine:

Layer Role
Haxe The programming language you write your game in
OpenFL The framework that provides a familiar, Flash-like API for rendering and game structure
Lime The lower-level backend that handles platform integration and native builds

HaxeFlixel sits on top of these, adding the 2D game engine features (sprites, states, physics helpers, and so on) that you use directly. The site's own summary is that HaxeFlixel "is powered by" this combination, and that the whole thing is "proudly powered by open source, cross-platform tech."

What "cross-platform" means here

Because the stack is cross-platform, the same codebase can be cross-compiled natively to multiple targets. The homepage states you can "cross-compile your games natively to" a set of platforms, and that this works "all with one codebase." The specific target list is shown on the site as a set of platform icons rather than spelled out in text, so check the homepage or the Docs for the current supported targets before you plan a release.

The practical consequence: you write in Haxe once, and the OpenFL/Lime layers translate that into native builds per platform instead of you maintaining separate projects.

Open source and where the code lives

HaxeFlixel is free and open source. The project is hosted on GitHub under the haxeflixel/flixel repository, and the site links directly to GitHub alongside its other channels. Development is also supported by sponsors — the homepage lists "platinum and gold Sponsors" — and the project maintains a Patreon, Twitter, and Discord presence.

That matters for two reasons:

  • You can read the source. Since the engine is open source, you can inspect how any feature works rather than relying only on docs.
  • You can verify the stack yourself. The Haxe, OpenFL, and Lime dependencies are all open source too, so the entire chain is auditable.

Why the choice of stack affects you

If you've used Flash/ActionScript or similar 2D frameworks, OpenFL's API will feel familiar, which shortens the learning curve. If you're coming from a general-purpose language, the main adjustment is Haxe itself — a statically typed, cross-compiling language — plus learning how the engine's state and sprite systems are organized.

The upside of this particular combination is portability without rewriting: one Haxe codebase, compiled natively through Lime to each target. The trade-off is that you're working within HaxeFlixel's conventions and the Haxe/OpenFL/Lime ecosystem rather than a more widely used engine stack.

Where to confirm the details

  • Homepage — the "+ + =" stack summary, platform icons, and sponsor list
  • Docs — setup, engine concepts, and the current platform support details
  • GitHub (haxeflixel/flixel) — the source itself
  • Demos — the site points to 79 demos you can browse and learn from

If your goal is simply to understand the foundation: Haxe (language) + OpenFL (framework) + Lime (backend) = HaxeFlixel, all free and open source, all cross-platform.

Where to Find HaxeFlixel Documentation, Demos, and Community Support

HaxeFlixel's official site (haxeflixel.com) is the central hub for everything you need: documentation, API reference, 79 playable demos, code snippets, a blog, a game showcase, and links to community channels on GitHub, Discord, Twitter, and Patreon. If you're learning the engine or looking for help, start there rather than searching scattered tutorials.

Documentation and API Reference

The site's main navigation includes two distinct reference sections:

  • Docs — guides and written documentation covering engine concepts and workflows.
  • API — the API reference for looking up specific classes, methods, and properties.

Use Docs when you're learning a system (e.g., how sprites or states work) and API when you already know what you're looking for and need exact signatures.

Demos and Snippets

The homepage states you can "browse and learn from our 79 demos." These are working examples you can run and read, which is often faster than reading prose when you want to see how a feature is wired up.

  • Demos — full example projects (79 available per the homepage).
  • Snippets — smaller code fragments for specific tasks.

A practical approach: find a demo closest to what you want to build, run it, then modify it. When you only need one behavior, check Snippets first.

Showcase: Games Built with HaxeFlixel

The Showcase page lists popular games made with the engine. This is useful for two things:

  1. Judging what the engine can realistically ship (genre, scope, polish).
  2. Seeing real-world targets if you're deciding whether HaxeFlixel fits your project.

Community Support Channels

The site links to these community and support channels:

Channel Typical use
GitHub Source code, issues, and contributions (haxeflixel/flixel)
Discord Real-time questions and discussion
Twitter News and updates
Patreon Supporting the project (sponsorship)

For troubleshooting, GitHub issues are the place to check whether a problem is already known. For back-and-forth help, Discord is the faster channel.

Getting Started

The homepage provides a Getting Started link alongside a GitHub link. If you're new, follow Getting Started first, then move to Demos to see complete projects. The engine is described as free, open source, and cross-platform, letting you "create cross-platform games easier... all with one codebase," and it cross-compiles games natively to multiple targets.

Quick Reference

  • Learn concepts: Docs
  • Look up a class or method: API
  • See working code: Demos (79) and Snippets
  • Check what ships: Showcase
  • Get help: Discord, GitHub
  • Follow news: Blog, Twitter
  • Support the project: Patreon

Website Overview

Identifiable technologies and additional version or configuration signals make the service easier to fingerprint, which may help targeted scanners narrow their checks. An established domain and managed infrastructure suggest continuity of operations and may support dependable delivery, although neither guarantees service quality.

Domain and Registration

Registered in 2012, this domain has about 14 years of history. That suggests continuity, although ownership and purpose may have changed. Transfer-protection status is present, helping reduce the risk of unauthorized domain transfers. The domain uses the common .com extension, which is not an independent safety signal.

DNS and Email

Nameservers are provided by dyna-ns.net, indicating managed DNS hosting. CAA records restrict which certificate authorities are authorized to issue certificates. The CNAME points to haxeflixel.github.io, associated with GitHub Pages. No MX record was found. A conventional explicit inbound-mail route is not configured. DNSSEC signatures were not detected, so this additional DNS authenticity protection is not confirmed.

TLS and Certificates

The certificate uses an RSA 2048-bit public key, offering broad client compatibility. The server supplied a complete certificate chain. No organization name is present in the certificate; the available fields are consistent with domain validation. The certificate was issued by Let's Encrypt, commonly associated with automated certificate services. The certificate's total validity is about 89 days, consistent with a short renewal cycle.

HTTP and Browser Security

The checked browser-security headers were not detected, leaving fewer explicit browser-side safeguards. CORS permits any origin to read this response. This is common for public resources; sensitive responses need narrower handling. No X-Powered-By header was found, reducing one common source of backend fingerprinting information. The x-cache, x-served-by, via response header indicates a CDN or caching proxy in the delivery path. No obvious internal addresses or debug information were found in the headers.

Technology Stack Analysis

The public page identifies Eleventy 3.1.2, Bootstrap, Fastly, with exact versions exposed for 1 technologies. These details can narrow vulnerability checks, although exposure alone is not a vulnerability.

Search and Social Sharing

The Generator tag identifies Eleventy v3.1.2, making the publishing system easier to fingerprint. No homepage canonical URL was detected. If duplicate URLs exist, consolidation may be less explicit. Open Graph is partially configured; og:image, og:type is missing. The title has 34 characters, within a common display range. A meta description is present, with 114 characters.

Hosting and Email

DNSdyna-ns.net
HostingFastly
EmailUnknown
Approximate IP geolocation (inferred; a CDN or proxy may differ from the origin server) United States flagUnited States Inferred 185.199.108.153

Registration details

RDAP / WHOIS

RegistrarDynadot Inc
Registered2012-09-04
Expires2033-09-04
Domain statusclient transfer prohibited
Nameserversns1.dyna-ns.net、ns2.dyna-ns.net
DNSSECunsigned

DNS records

DNS

TypeNameValueTTLPriority
Ahaxeflixel.github.io185.199.108.1533600—
Ahaxeflixel.github.io185.199.109.1533600—
Ahaxeflixel.github.io185.199.110.1533600—
Ahaxeflixel.github.io185.199.111.1533600—
AAAAhaxeflixel.github.io2606:50c0:8000::1533600—
AAAAhaxeflixel.github.io2606:50c0:8001::1533600—
AAAAhaxeflixel.github.io2606:50c0:8002::1533600—
AAAAhaxeflixel.github.io2606:50c0:8003::1533600—
NShaxeflixel.comns1.dyna-ns.net300—
NShaxeflixel.comns2.dyna-ns.net300—
CNAMEhaxeflixel.comhaxeflixel.github.io300—
CAAhaxeflixel.github.io0 issue "digicert.com"3600—
CAAhaxeflixel.github.io0 issue "letsencrypt.org"3600—
CAAhaxeflixel.github.io0 issue "sectigo.com"3600—
CAAhaxeflixel.github.io0 issuewild "digicert.com"3600—
CAAhaxeflixel.github.io0 issuewild "letsencrypt.org"3600—
CAAhaxeflixel.github.io0 issuewild "sectigo.com"3600—

TLS and certificates

TLS / SSL

AssessmentNormal configuration
Supported protocolsTLSv1.2、TLSv1.3
Negotiated protocolTLSv1.3
Certificate subjecthaxeflixel.com
IssuerLet's Encrypt
Valid until2026-11-28T21:13 · Remaining when checked: 66 days
Verification detailsCertificate trust: Passed · Hostname match: Passed

HTTP response headers

HTTP

HeaderValue
content-typetext/html; charset=utf-8
cache-controlmax-age=600
serverGitHub.com
access-control-allow-origin*

Identified technologies

Eleventy 3.1.2BootstrapFastly

Pages, Search and Sharing

Meta descriptionHaxeFlixel is a 2D Game Engine that lets you create cross-platform games easier with free, open source technology!
Canonical URLNot detected
LanguageEnglish (default)
Twitter CardNot detected

No robots.txt found

No sitemaps found

User reviews (0)

  • No reviews yet.