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Haxe 4.3

haxe.org

11–20 of 51 posts

Re: Haxe 4.3

#13

I looked at Haxe but have trouble figuring out what real benefits it would have over something like Godot at this point.

Being able to cross-transpile (cross-compilation basically) to other languages is a huge selling point. You can, in one language, output libraries that are compatible with: JavaScript, Flash, Neko, PHP, C++, Cppia, Java, JVM, C#, Python, Lua, HashLink

For example, wanna deploy a validation library that checks something and have it available in a ton of language directly? Using Haxe, you can get this very cheap.

Re: Haxe 4.3

#14

I looked at Haxe but have trouble figuring out what real benefits it would have over something like Godot at this point.

Haxe + https://heaps.io/ (game engine) + https://ldtk.io/ (level editor) presumably gets you most of the features Godot has (though I don't know because I don't really do game-dev)

More importantly the language and IDE support are a lot better than GDScript.

And as others mentioned, Haxe is cross-platform. But not "cross-platform" like some languages claim to be: it's been cross-platform ever since the early days and is very battle-tested

Re: Haxe 4.3

#16

I looked at Haxe but have trouble figuring out what real benefits it would have over something like Godot at this point.

I mean it's like why does one brand of automobiles is better than another brand of automobiles? Should we just have one brand?

Re: Haxe 4.3

#17
post #5

I looked at Haxe but have trouble figuring out what real benefits it would have over something like Godot at this point.

Haxe has been, and continues to be, used to ship commercially successful games.

Could you share some examples?

Re: Haxe 4.3

#19
Does anyone have a good non-gaming use case for Haxe? It feels very nice to have multiple compilation targets and the language is great, but I never found an excuse to use it.
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