And seems like with hashlink I can compile to a single binary instead of the nightmare of electron or Python gui apps packaging
Haxe 4.3
31–40 of 51 posts
Re: Haxe 4.3
#32Earlier quoted context omitted.
Could you share some examples?
All games by Shiro games (founded by Nicolas Cannasse, creator of Haxe) : https://en.wikipedia.org/wiki/Shiro_Games
Re: Haxe 4.3
#33The language is a bit verbose, but I prefer it and generally add type annotations instead of using type inference (unless I’m dealing with a super gnarly generic type).
The language shines in the graphics space since some of the Flash community gravitated to Haxe. I’ve found that it works great as a client/server language similar to a typescript frontend/backend stack. The benefit with Haxe is that the backend isn’t limited to Node, it can run on JVM, bare metal with C++, Openresty with Lua, and anywhere Python runs. It’s pretty easy to implement F# style type providers with the macro system as well.
There is also a C# target, however, there are talks of deprecating. Hopefully we will see a revival with Reflaxe, another way to make new targets, or maybe even a CLR target. https://github.com/RobertBorghese/reflaxe
Lastly, I’m very excited about Ammer the universal FFI for Haxe by Aurel. https://aurel300.github.io/ammer/ My hope is that the community will rally around Ammer and bring in a lot of native libraries to all targets.
Re: Haxe 4.3
#34Does 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.
Re: Haxe 4.3
#35There is also review of new features https://www.elitemastereric.com/Haxe-430/
All in all, very nice release with null-related operators being the feature I missed the most. I'm not sure about default type parameters, and numerical suffixes don't matter on my platform (everything is a double on runtime), but numerical separators are nice. Steadily, Haxe gets easier to use and safer. Macros are becoming more ergonomic, too, which is great, as they're essential to effective Haxe programming.
Re: Haxe 4.3
#36Does 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.
Re: Haxe 4.3
#37I 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.
Another commenter linked to Ammer[1], a universal FFI framework (apparently, it's my first time seeing it) - it might be just the thing needed to make multiplatform Haxe libraries way easier to write and distribute. I'd welcome that :)
Re: Haxe 4.3
#38Earlier quoted context omitted.
Good post. That safe navigation operator is very cool and something I wish you could do in JS.
Not sure if I'm missing some sarcasm but JavaScript has had the equivalent Optional chaining operator for years now https://developer.mozilla.org/en-US/docs/Web/JavaScript/Refe...
Re: Haxe 4.3
#39There is also review of new features https://www.elitemastereric.com/Haxe-430/
Re: Haxe 4.3
#40Earlier quoted context omitted.
Haxe has been, and continues to be, used to ship commercially successful games.
Could you share some examples?