Monday, April 14, 2014

haXe and openFL, looking back after a while


Last time I used haXe was way back in 2008 I think. Last project using haXe was for my game Pieces. It was very much a hipster programming language, and I LOVED IT. For the record, on making Pieces I had build a map editor as well using haXe -- I'm surprised I can pull that off in several weeks for a game design competition. That shows how good I was with haXe. But post Pieces, I realized it was just too hipster so I favored using AS3 for next projects -- like the rest of Flash game developers at the time.

And so I time flies and 6 years later, after dwelling on several other languages like Lua (for Shiva3D game engine), C# (for Unity3D), Python (for
GoogleAppEngine) and then Javascript (for HTML5 and NodeJS), I found back haXe on its third version and the evolution of once called NME to now OpenFL. I don't remember how I found myself reading the newest combo of haXe + OpenFL + Lime, but I do remember thinking that things have changed a lot in haXe, in a good way. Especially with the fact that it now exports to many platforms, namely iOS, Android, Tizen, Blackberry, Windows, Mac, Linux, and even HTML5.

Pretty. Exciting. Indeed.

For more details of the tech I'm referring to, check these out:
haXe , openFL, and lime.