Earlier quoted context omitted.
Yes and yes.
Impressive. For everyone else, those are Darksburg, Dead Cells, Northgard, Evoland.
Heaps: A free, open-source and cross-platform game engine
61–70 of 103 posts
Re: Heaps: A free, open-source and cross-platform game engine
#62Re: Heaps: A free, open-source and cross-platform game engine
#63If you are new to the Haxe or game development world I would advise against Heaps as the documentation is pretty bare bones. Haxeflixel [0] is one that is prominently recommended for good reason. Heaps is still great regardless and I have used it for a few private projects. [0] https://haxeflixel.com/
Re: Heaps: A free, open-source and cross-platform game engine
#64You can remember that there was a vibrant community of Flash game developers before the demise of Flash (EOL December 2020, the date of its “demise” is debatable). There’s not really a replacement for Flash and the community kind of fragmented. That said, my impression is that a big chunk of talent from the Flash community went to work on HaXe. These are people who make games and want tools to make game development e…
> as opposed to people who get excited about engines, architectural patterns, and programming languages. I feel attacked.
Re: Heaps: A free, open-source and cross-platform game engine
#65If you are new to the Haxe or game development world I would advise against Heaps as the documentation is pretty bare bones. Haxeflixel [0] is one that is prominently recommended for good reason. Heaps is still great regardless and I have used it for a few private projects. [0] https://haxeflixel.com/
Re: Heaps: A free, open-source and cross-platform game engine
#66Earlier quoted context omitted.
What is missing in HTML5? You have WASM and websockets and the WebGL canvas built into every browser now, that seems to replicate just about everything Flash was known for doing? And just to clarify, I mean actually using the same old Flash development tools (apparently it's called Adobe Animate now?) Or is the issue that the export-to-HTML5 functionality in those tools is just not fully done yet?
>What is missing in HTML5? - Audio (while in some respect capable) is a nightmare, the interface is unstable and breaks about once a year in my experience. - You can't do pixel-perfect rendering (People keep promising that you can - the last time I checked was a few months ago - the DOM rendering architecture is deeply wretched when it comes to pixel-access). - No nice pipeline for integrating vector animations/art i…
Re: Heaps: A free, open-source and cross-platform game engine
#67What are some advantages of Heaps over Godot or Unity? Neither Godot nor Unity are mentioned on Heaps' website, though there are some mentions in Heaps' community forums.
I don't have anything to add, just that I'd really like to know how it stacks up against Godot. I plan on learning Godot soon, curious if I should choose something else instead.
What makes Godot really good for beginners can a bit of friction for experienced developers: Especially with GDScript it feels like old-school Python with only one obvious way to do things, which is great but also means it is very opinionated. Node-based OO inheritance is the main abstraction. You don't get any interfaces or traits. Everything is a deep inheritance hierarchy with all the good and bad that brings. (In godot 4 we at least finally get closures.)
And yes, some people absolutely love thinking about their games as a hierarchy of nodes but for me who likes to build data-driven games that is just not the right abstraction.
Of course there are other languages to choose from and there is even a ECS extension for Godot 4 but there can be a bit of friction if you want to design your game differently than the "golden path" the Godot developers have laid out. Still even with the friction, I still think godot is the best choice for my projects.
Re: Heaps: A free, open-source and cross-platform game engine
#68Can someone explain or link to a resource on how you would get this into a android apk? I see it is mostly demonstrated as HTML5.
a) packaging html5 version in to android App. There are plenty of frameworks for this. Probably the performance will not be the best.
b) hashlink -> in theory possible, a couple of people have done it, but in practice the issue for documenting the process has been opened for years.
Approximate structure for the hashlink approach would be: compile hashlink and required multimedia libs for Android, haxe->hashlink C -> Android SO, create a basic android Java activity which loads all the native code so libs.
Consider the knowledge required for porting (not compiling existing port) Doom or some openGL c++ game (with custom engine) to android. This will be similar experience. On one hand actual work may be somewhat less since some people have done it and code is mostly there, on other hand you will have to deal with half a dozen different projects and their build systems and glue them together. You can find a couple of example projects from people who have gone through this struggle, but they will likely not work out of the box due to version changing and not being common combination so the requirement of knowledge or good code reading and learning skills remains.
Re: Heaps: A free, open-source and cross-platform game engine
#69Earlier quoted context omitted.
At first glance it looks pretty nice. I wonder why it hasn't gotten more attention? Or did I just miss it?
Looking through the documentation, it’s a bit lackluster. So I always got the feeling that the primary users of the engine were the engine developers themselves
Re: Heaps: A free, open-source and cross-platform game engine
#70Earlier quoted context omitted.
Impressive. For everyone else, those are Darksburg, Dead Cells, Northgard, Evoland.
this impressed me too. Might be an indication to put these in front of every use as they access the page - that's my design two cents for the day