François Benjamin wrote an introduction to Haxe[fr], showing a couple code examples and the enthusiasm of someone who’s recently discovered Haxe.
We’ve had another bunch of WWX2015 videos released by Silex Labs this week:
- NPM and Haxe at the heart of the JavaScript escosystem by David Mouton
- Haxe Evangelism with Silex Labs by Jean-Baptiste Richardet
- Haxe at Massive Interactive by Philippe Elsass
- The Tech behind Evoland 2 by Nicolas Cannasse
- Continuous Integration for Haxe Projects by Andy Li
- A walk-through of Haxe JS Kit by Clément Charmet
Alot has happened since WWX2015, Nicolas and his studio, Shiro Games, have released Evoland 2, which is available now from GOG, Steam and the Humble Store.
Andy has since joined the HaxeFoundation and continued to improve Haxe online and offline, by speaking at events and recently by his Continuous Improvement on Continuous Integration for Haxe Projects article. We are now able to test open source projects on OSX, Linux and Windows.
Even though LudumDare ended almost two weeks ago, the Haxe LudumDare 33 Roundup has been released, and at the time of this article being written, there at 85 Haxe powered games. Also, this was the first article not written by me, it was written by Gama11.
Sven Bergström has also published an LD33 Recap over on the snõwkit community site.
Following LD33, Laguna has written Shadowing your code, which teaches you how to code shadows to appear on your tilemaps without any dynamic shadow calculations.
Even though the following is a couple of weeks old and you’ve possibly already come across it, its still needs mentioning.
Sven has released linc to the public. In Sven’s announcing linc article, you are introduced to a set of Haxe HXCPP compatible extern libraries, SDL, OpenAL and stb being only a handful that are already available, with OpenGL and Steamwork externs in development. These are extern type definitions, not CFFI ndll’s.
And it’s not tied to a single framework, the entire Haxe community can benefit from this, not just from the extern definitions, but also from its documentation and also as examples on how to write native type definitions for HXCPP.
James Gray has published on GitHub HXCPP Object Graph Viewer, while experimental, its still really useful, it allows you to track memory usage in your application.
Aaron Shea has started working on a getting PhysicsFS working for HXCPP, available from the aptly named HaxeFS repository. HaxeFS will allow you to mount folders and archives to a virtual, contained filesystem.
OpenFL and Away3D seem to have exploded back onto the scene this last week, starting with Jason Sturges, who has published the OpenFL & Away3D Terrain Demo. Jason also published the OpenFL & Away3D Actuate Demo, with both demos compiled to HTML5 and Flash.
Pete Shand then followed up by releasing four articles, related to Away3D:
- Using Bitmap Fonts in OpenFL and Away3D
- Load SWF/SWC Assets into Haxe Flash or HTML5 targets
- Animate SWF Assets in Haxe Flash and HTML5 targets
- Realtime Texture Packer for SWF Assets in Haxe Flash and HTML5 targets
Fuz finishes off the Away3D articles with his post on Multidimensional Arrays in OpenFL and Away3D.
Jacob Albano has started working on extending Vadim’s PICO8 Haxe generator “to make an API with a little more suagar”.
Mike Almond released a “step sequencer with a focus on randomisation”, available now through his 16-step, 8-track, drum sequencer demo and the source code also available. Mike used Haxe, PixiJS type definitions and a sprinkling of material design.
Mark Knol has written a great article, Bitwise operations made easy in Haxe, in which Mark uses an abstract enum to improve the readability of bitwise operators, to create an optimised access flag.
Rsredsq, while working on the Haxe type definitions for the Atomic Game Engine, has created a high performance math library available from the atomic-haxe-math repository. The library is not dependent on the Atomic Game Engine, it’s a standalone library.
Franco Ponticelli continues to add impressive features to his thx libraries, with his latest efforts being put into adding BigInts to Haxe, for all compiler targets. The BigInt
type allows arithmetic operations on integers of unlimited size, unless your short on system memory and time. BigInt
is located in the thx.core library.
Matthijs Kamstra continues to improve Haxe by documenting how to use Haxe and NodeJS together, as well as creating how to use Haxe and JavaScript together. Both are jam packed full of really useful information.
When you’ve gotten yourself acquainted with Haxe’s JavaScript target, maybe checkout Philippe Elsass CreateJS type definition generator tool for Adobe Flash CC, which was recently updated.
And to finish off this weeks roundup, an updated article from Jason Sturges on how to get Haxe and OpenFL setup in IntelliJ IDEA 14.