Haxe: Cross-Platform Development's Best-Kept Secret
toptal.com
toptal.com
While it "worked" and the resulting engine / suite of games ended up net profitable, and I'm a fan of Haxe's features as a language (I am really missing the pattern matching and macros in Typescript these days), I must say the build pipeline and available tools for OpenFL / Haxe games was lacking at best.
On the plus side being able to fork and fix issues we ran into was a game changer over Unity IMO.
Not sure if the ecosystem has evolved / improved on the build and tooling fronts in the last 18 months since I last interacted with it directly, but that would be the one word of caution I'd offer to anyone after they read this article. Be prepared to roll up your sleeves and get a little dirtier than usual if you really intend to ship on both web and mobile.
That was my experience as well.
Too many moving pieces going in different directions. When it wasn't a Lime issue, it was Hxcpp, or OpenFL, or a combination of these. That was 3-4 years ago though.
Eventually i lost interest in Flash and moved on to other things. I thought about using Haxe for making HTML5 games (when those were new), but unlike Flash gaming that was huge, HTML5 gaming never took off and was almost entirely about mobile games that i never cared much about. Also Haxe's JavaScript output at the time had some significant overhead that i found it simpler to just write JS directly.
I've been subscribed to the Haxe mailing list for the last 10 or so years, mainly to take a peek at what is going on and sometimes try a new version (sadly it seems Haxe is sometimes breaking backwards compatibility and often found the code needing changes), but that ended recently with the mailing list shutting down. Since then i had no other contact with the language at all.
Although sometimes i see people writing "one-to-many" transpilers, thinking that this is a neat new idea, while i'm in my corner muttering something along the lines "Haxe did that a decade ago" :-P.
It’s always interesting how the chicken-and-egg problem applies to programming languages.
I'd agree though that it's a huge marketing win.
From what I've seen Haxe has a lot of great features for individual game developers to be expressive.
For a 'mature' platform looking to get more attention I would have liked an easy step-by-step demo 'hello world' for a haxe -> android target.
But, I couldn't even find much in the way of haxe-for-dummies that specifically address the android target.
I guess it's not that multi-platform, after all.
To be honest these days I mostly just use it as a “better JavaScript” because I’d prefer my backend to be NodeJS rather than PHP or Java or sone other Haxe target. But I really do prefer it to JavaScript, even with Babel and Flow and ES6 and all the things to modernise Js.
* https://hkoscon.org/2018/topic/haxe-better-javascript-practi...
* https://hkoscon.org/2018/topic/type-safe-rest-api-haxe
I believe there will be live streams, or you can checkout the video that will be available shortly after.
(I'm a member of the Haxe Foundation, also the organizer of the HKOSCon Haxe track)
The haxe->js community is growing these past years, but I still think Haxe isn't getting the love it deserves (compared to TypeScript, Flow typing for react, etc.)