Sven Bergström has released an impressive set of brand new libraries for Haxe, flõw, snõw and luxe, all of which are part of Snõwkit.
With the alpha release of Snõwkit, Sven has given the community a set of libraries which allow you to deploy to Windows, Linux, Mac, Android, iOS and WebGL, using Luxe, a high level game engine, or Snõw, a low level platform framework, both of which use Flõw, a build tool for Haxe.
Head over to Sven's official announcement of Snõwkit for a detailed introduction. Since the announcement of Snõwkit, people have been releasing demo's and experiments showing their progress with Snõwkit.
One of the first demo's is star field by Jonathan, who has recently written Working with Snõwkit who has started work on another demo, which is still in progress.
Other demo's and experiments include a small stress test by Tiago Ling Alexandre, a bunch of experiments by Tilman Schmidt , who has also written Isometric view in Luxe Engine, Gradient Component by Abel Toy and Luxe Engine Urban Experiment by Samuel Hockham.
Thomas already created FlashDevelop templates for Snõwkit and has written how to install the templates and the current limitations over on Snõwkit.
Let's finish the Snõwkit mini roundup off with the article Let it snow! by Michael Bickel who explains his technology stack for his “unannounced 3D game and engine targeting desktop platforms using Haxe, flõw, snõw and foo3d”.
The latest addition to the Haxe family is official support for NodeJS! The Haxe Foundation decided to adopt Eduardo Dias da Costa repository who originally create the NodeJS externs.
When the next version of Haxe is released, hopefully with the NodeJS support in the standard library, you might want to look at using Justin Donaldson's promhx library, which might include Sam MacPherson's pull request for automatically promisifying NodeJS style functions.
Clément Charmet, someone who has been using Haxe and NodeJS for a long time and used them both on the project Get Load Paris for Converse has been awarded two bronzes and one silver from the IAB Mixx Awards and CLIO Awards.
Daniel Glazman, in a matter of days, has created a working DOM4 implementation in pure Haxe. I guess him being a W3C co-chairman has nothing to do with that ;)
. A compliant HTML parser written in Haxe will lead to some interesting cross-platform projects in the future.
Kyle Travis has written two articles, Monthly Thoughts and Haxe and Google Play Services. In the Monthly Thoughts article he goes into some detail on why he created his game and because he was using Haxe and OpenFL, he attempted to hook into the Google Play API and had issues, which leads to his second article.
The Clockwork Acorn team have released Monsters and Medicine available for Windows, Linux and Mac. Monsters and Medicine “is a puzzle game where adaptation is key, players try to build and expand their own hospital while injured monsters are knocking at the door, wanting treatment”.
Ludovic Bas, creator of Graal Seeker has launched a Steam Greenlight campaign. Graal Seeker is “a 2D game that blends RPG with roguelike mechanics and real-time tactical battles. It recreates the initiatory journey of a knight seeking the Holy Grail in fifth century Britain”. You can also support the game by contributing to Graal Seeker's IndieGoGo campaign.
It seems like it has been too long since some official OpenFL news, anyway, the OpenFL team has announced OpenFL 2.1 Beta that comes with a combined codebase and a new Lime.
Some of OpenFL's new features will benefit the Away3D port by Greg Caldwell, who has released Away3D 1.0.4a
which now generates mipmaps on the GPU and has anisotropic filtering. Checkout the example of the new features.
And to finish off this weeks roundup, a new HTML5 backend for OpenFL has been released by Nick Grebenshikov, called OpenFL SnapSVG which uses SnapSVG under the hood.