Mobile Targets


With the penetration of mobile devices in the world ignoring mobile targets for your games and applications is ignoring a huge audience.

Mobile devices even though amazing have particular bottlenecks not present on desktop targets. The bottleneck most significant to HaxeFlixel games is the low powered CPU. HaxeFlixel's answer to this is to make use of GPU acceleration provided by OpenFL.


The processing power of mobile CPUs are often the biggest bottleneck when compared to a desktop target. Mobile CPUs are constrained by low power architectures and are simply not as powerful. Manipulating pixels like bitmap filters do with Flash software rendering is simply too slow for mobile devices. HaxeFlixel has answered this for Flixel games to use the GPU for rendering your sprites instead of using software rendering like its done with Flash.


Memory on mobile devices as you can imagine does not compare to the desktop. When we talk about memory it relates to how many textures your game can store to render as well as the amount of raw data and objects in your game's runtime state. Memory lets you cache objects for quick runtime access instead of creating objects during your gameplay which may cause skipping and low performance. This is why HaxeFlixel uses destroy method and has implemented support for texture atlas'.

Texture Size Limits

Due to the nature of mobile hardware there are often maximum sizes for textures that are much lower than desktop hardware. There is no definitive guide to size limits as it depends on the hardware of each device individually.

Here you can see an overview of size limits obtained from WebGL browsers

You can also look up a device on, under the GL config tab look for GL_MAX_TEXTURE_SIZE.

Here is an overview of the variety in devices, feel free to add to the list;

Device Processor Max Texture Size Display Resolution Memory
iPhone Armv6 1024x1024 480x320 128MB
iPhone 3G Armv6 1024x1024 480x320 128MB
iPhone 3GS Cortex-A8 2048x2048 480x320 256MB
iPhone 4 Cortex-A8 2048x2048 960x640 512MB
iPhone 4S Cortex-A9 Dual-Core 4096x4096 960x640 512MB
iPad Cortex-A8 2048x2048 1024x768 512MB
iPad 2 Cortex-A9 Dual-Core 2048x2048 4096x4096 (iOS 5.1) 1024x768 512MB
iPad 3 Cortex-A9 Dual-Core 4096x4096 2048x1536 1024MB