There are two job offerings that have appeared this week. The first from Massive Interactive who have the largest Haxe engineering team world wide, building “native TV applications across mobile, tablet, smart TV's and the latest game consoles”.
The second is from OCM who are “developing client side product customizer applications in Haxe and are looking for freelance developers with experience in PHP to help with integration into existing ecommerce platforms”.
Justin Donaldson has created a proof of concept macro driven reactive template system called Flow. Definitely checkout the introduction post over on the mailing list which links to the successor of Hxmr which was a macro based mxml replacement.
Laurent Bédubourg has written How to use LibGDX with Haxe. Laurent goes into detail on what LibGDX is, how to setup your project structure, integrating with Gradle and getting all this working together.
Heres a sneak peek of Eric Bernier's next HaxeFlixel game.
TiagoLr has created and released onto haxelib async tests which “ provides async unit tests by extending [the] Haxe standard unit test [library]”. For a quick and easy introduction, head over to async tests on github.
Ohmnivore has started a tigsource devlog for SkullRush, an online multiplayer open source platform shooter. Its powered by HaxeFlixel, HaxeNet, MSignal and loads more Haxe libraries. The game itself is also open source under
Don't Move, made with Haxe, OpenFL and HaxeFlixel and created by Steve Richey “is a game about ninjas, failure, ludonarrative dissonance, and player investment manipulation” and is now on Steam Greenlight!
Pah Arif, author of the Haxe Studio IDE has created the first third party plugin called Probe, which you can watch in action below.
And to finish off here is a video by Steve Richey of a game that actually shows the code used to render it by using macros.