Earlier quoted context omitted.
The showcase page for games [0] is extremely impressive you got some really major indie titles there e.g. - Papers Please - Dead Cells - Northgard - Rymdkapsel - Evoland [0] https://haxe.org/use-cases/games/
> - Dead Cells One of the creators of Dead Cells made a level editor called "LDtk" that has a Haxe API as well
Haxe 4.2
61–70 of 105 posts
Re: Haxe 4.2
#62We used this for a client game project - a Candy Crush clone, about 4 or 5 years ago successfully. The client wanted the game to run on browsers (HTML & Flash for older browsers), iOS and Android, with a fairly tight budget. Having done a lot of AS3, the learning curve was pretty low. There were a reasonable number of specific things to learn about compilation, packaging and handling things like device rotation, view…
You mention only good things about Haxe. Why would you expect it to be gone by now?
Half a decade is a lot in human years, let alone IT-years.
Re: Haxe 4.2
#63Earlier quoted context omitted.
You mention only good things about Haxe. Why would you expect it to be gone by now?
Because in terms of game engines, new engines that get much more publicity, like godot engine, exist. And as Haxe supported Flash when I played with it, I as well thought it was superceded by newer engines. Half a decade is a lot in human years, let alone IT-years.
Re: Haxe 4.2
#64We used this for a client game project - a Candy Crush clone, about 4 or 5 years ago successfully. The client wanted the game to run on browsers (HTML & Flash for older browsers), iOS and Android, with a fairly tight budget. Having done a lot of AS3, the learning curve was pretty low. There were a reasonable number of specific things to learn about compilation, packaging and handling things like device rotation, view…
You mention only good things about Haxe. Why would you expect it to be gone by now?
We used to do lots of Flex development back then for various commercial projects, then Flash/AS3/Flex got all but abandoned overnight, becoming almost hated. We managed a large cross compiled (iOS/Android/Windows/OS X) AS3/Flex project with native hooks for various platforms up until mid last year, parts of the codebase were nearly 10 years old, when we finally managed to convince the client it would cheaper to re-write in a mix of HTML/JS/Electon/JS bridges than continue to battle the existing codebase. We rewrote it all in around two weeks, improved the UI and fixed long term numerous issues that had plagued us for at least a couple of years, mainly due to being reliant on closed source 3rd party Windows/Mac integrations/hooks that had been abandoned by the original developers and Adobe also largely abandoning the AS3 iOS/Android compiler.
Also, it didn't really seem to have a huge community and everything seemed to be in a transitory phase with things like Flash being pushed out by iOS native development, the huge improvements in HTML/JS/CSS, etc. Then tech like Swift, React, etc. came along it just seemed to get forgotten as a tool in our arsenal.
We certainly started focusing more on other new stacks/approaches around the same time.
Re: Haxe 4.2
#65Haxe 4.2 is available in Arch Linux now.
Re: Haxe 4.2
#66I remember thinking that this was a MUCH better language than AS3 for Flash & Flex development. Now, 10 years later, I'm honestly surprised that it still exists and is being maintained. I'm curious how popular it is at this point? Is there a big benefit over something like Typescript now?
Re: Haxe 4.2
#67Earlier quoted context omitted.
It is pattern matching, the semantics are an OCaml/ML family `match` expression.
Ah, so it is[0]. The GP's example doesn't require pattern matching though; as I mentioned, it would work in a language lacking it. 0. https://haxe.org/manual/lf-pattern-matching-structure.html
Re: Haxe 4.2
#68A Haxe macro is just regular Haxe code with the same syntax and same standard library, except it runs at compile time, and it can operate on the AST of your program. They're like shaders, but for your compiler.
One of the coolest demos of Haxe macros imo (even though it's dumb) is where you can add code completion to your IDE via a URL (https://code.haxe.org/category/macros/completion-from-url.ht...). It works because the macro generates static fields for a class using data it downloads from the URL, and because the Haxe compiler provides a completion server, any IDE with Haxe support will automatically pick up the new fields and present them in a standard completion pop-up/drop-down menu. Just imagine the things you could do with something like that!
Unfortunately, Haxe never seems to get the attention it deserves. The sad fact is that the vast majority of developers are never going to try a new language or technology on their own unless their employer tells them to, or there is some viral article that reaches everyone, and makes it seem like the second coming of Javascript. Additionally, the Haxe foundation never seemed to take much interest in promoting the language. They do have funding, and they organize events/meetups every year, so it doesn't seem like they're going away anytime soon.
Oh well, such is life. People might not think I'm cool when I tell them I know Haxe, but at least I have Haxe!
Re: Haxe 4.2
#69Does anyone have any real world experiences with Haxe? I've been hearing about it for years and generally thought "wow, that's neat!" but that's been it. Does it actually achieve what it aims for?
The showcase page for games [0] is extremely impressive you got some really major indie titles there e.g. - Papers Please - Dead Cells - Northgard - Rymdkapsel - Evoland [0] https://haxe.org/use-cases/games/
Re: Haxe 4.2
#70Earlier quoted context omitted.
The showcase page for games [0] is extremely impressive you got some really major indie titles there e.g. - Papers Please - Dead Cells - Northgard - Rymdkapsel - Evoland [0] https://haxe.org/use-cases/games/
Don't forget Pokemon Sword and Shield! https://translate.google.com/translate?sl=auto&tl=en&u=https...