For those of you who can speak German, Haxe has been featured in the magazine Web and Mobile Developer October issue.
Haxe support for Apache Thrift has been submitted to the official Apache Thrift repository thanks to the hard work of Jens Geyer, who is the third biggest contributor to the official Apache Thift repository.
Khaled Garbaya has written the article Create a cross-platform command line tool in Haxe. He guides you through an easy to understand tutorial targeting Neko, which should just work on any system target, being PHP, C#, Java or even C++.
Over on Twitter, Christer Kaitila shared the news that if you develop for Android and publish to the Google Play Store you will need, from September 30th 2014, need to provide a physical address which will then be available on an apps page, viewable by all users. Thats if it concerns you.
This demo of a glitch effect was created by Tilman Schmidt, who ported his Unity3D shader to use as a full screen post processing effect in HaxeFlixel.
This WebGL demo, created by George Corney, is an “experiment coupling a CPU-based rigid body simulation with a GPU-based fluid simulation in OpenGL ES” using Lime, gltoolbox, George's own collection of utilities, a fork of Andreas Rønning's shaderblox, a compile-time GLSL shader tool for Haxe/Lime and of course Haxe. The source is available on GitHub.
Here is a preview of Romain Lebon's game using Haxe and OpenFL
A library I wish I had found earlier, Beluga is a “framework helping the creation of browser game websites. Based on Haxe technology, it allows any developer to define the environment of its project”. Beluga provides solutions for an account system, forum, guilds, market and more. Beluga currently on works on PHP and Neko compile targets. Its definitely something to keep an eye on.