In the past months and especially the past weeks I've been working on the H3D/H2D library which is available on github here : http://github.com/ncannasse/h3d
The h3d part is a generalistic low level 3D engine that wraps and abstract the Flash Stage3D API. It also nows integrate well with HxSL shader engine v2 http://github.com/ncannasse/hxsl and have a scene graph that makes it easy to manipulate 3D objects, with support for the popular FBX file format with Skinned meshes animation support.
But more often you want also to use the same engine to display 2D sprites so I have added the
h2d package that provides a full scene with 2D objects : Bitmaps, but also Tile groups, Text, etc.
Since h2d is built on top of h3d, it also makes a good use of the GPU, which is absolutely necessary to get decent performances on mobile devices.
While inspired by what is provided by the Flash API - and much of people familiar with it will feel at home - both h2d and h3d also go their own way in order to adapt to what is efficient for the GPU, allowing fancy graphics effects that would put any CPU on its knees.
But the best part about
h2d is that they are entirely written in Haxe, and make very minimal usage of the Flash API. As a result I'm planning to adapt it to use WebGL and NME/OpenGL rendering, so it can target much more platforms in a much more efficient way.
With these tools on the table, Flash is no longer something important, it's just a commodity, a platform that you can target if you wish, or do something else depending on your target audience.
It brings out the real usefulness of Haxe which is platform neutrality and developer freedom.
At the moment, both h2d and h3d are still evolving quickly, so there might still be a few breakages in the API. They also require a quite recent SVN version of Haxe, but I think they will most likely be ready for release in early 2013.
Just wanted to bring the word out and hope people are as exited about it as I am !