Mobile platforms can use a window width and height of 0, which is a special value that uses the full resolution of the current display. Android uses GPU accelerated Texture Batching for the best possible performance on mobile devices. With OpenFL using native-code and OpenGL with LibSDL, the rendering methods are different to where Flixel started with Flash.
Android is part of the cpp group of targets and when developers mention cpp the topic may be relevant to HaxeFlixel Android. You can read more about the Android NDK from Google here, however this process is completely automated by OpenFL. The Haxe compiler uses its cpp target to compile your Haxe code for the LibSDL OpenGL library so that the Android NDK can then use this 'native-code' for your Android game. Android SDK and NDK) or use existing installations. You can choose to download necessary components (eg.
To set up android, run lime setup android after installing HaxeFlixel. OpenFL uses the Hxcpp and the Android NDK specifically so no virtual machine is involved. The Android target makes use of a chain of frameworks to compile your native Android game from Haxe code.