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#haxe — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #haxe, aggregated by home.social.

  1. #Haxe Roundup 733 haxe.io/roundups/733/ is out!

    Fiberus GC update and Q&A.

    Dts2hx update!

    Lots of open source releases!

    Plus the latest articles, core updates & more from the Haxe community! 🔥

  2. #Haxe Roundup 733 haxe.io/roundups/733/ is out!

    Fiberus GC update and Q&A.

    Dts2hx update!

    Lots of open source releases!

    Plus the latest articles, core updates & more from the Haxe community! 🔥

  3. #Haxe Roundup 733 haxe.io/roundups/733/ is out!

    Fiberus GC update and Q&A.

    Dts2hx update!

    Lots of open source releases!

    Plus the latest articles, core updates & more from the Haxe community! 🔥

  4. #Haxe Roundup 733 haxe.io/roundups/733/ is out!

    Fiberus GC update and Q&A.

    Dts2hx update!

    Lots of open source releases!

    Plus the latest articles, core updates & more from the Haxe community! 🔥

  5. #Haxe Roundup 733 haxe.io/roundups/733/ is out!

    Fiberus GC update and Q&A.

    Dts2hx update!

    Lots of open source releases!

    Plus the latest articles, core updates & more from the Haxe community! 🔥

  6. 🍬🔢 Ah, the cutting-edge science of playing with gummy bears on a canvas! 🖍️ Dive into this groundbreaking 'simulation' where you can *gasp* move a character and push objects. 🤯 Thank heavens for the riveting #multiplayer #physics of candy land, brought to you by a melting pot of #Haxe, JS, and TypeScript! 🍭🤖
    newkrok.github.io/nape-js/exam #gummybears #simulation #TypeScript #HackerNews #ngated

  7. 🍬🔢 Ah, the cutting-edge science of playing with gummy bears on a canvas! 🖍️ Dive into this groundbreaking 'simulation' where you can *gasp* move a character and push objects. 🤯 Thank heavens for the riveting #multiplayer #physics of candy land, brought to you by a melting pot of #Haxe, JS, and TypeScript! 🍭🤖
    newkrok.github.io/nape-js/exam #gummybears #simulation #TypeScript #HackerNews #ngated

  8. 🍬🔢 Ah, the cutting-edge science of playing with gummy bears on a canvas! 🖍️ Dive into this groundbreaking 'simulation' where you can *gasp* move a character and push objects. 🤯 Thank heavens for the riveting #multiplayer #physics of candy land, brought to you by a melting pot of #Haxe, JS, and TypeScript! 🍭🤖
    newkrok.github.io/nape-js/exam #gummybears #simulation #TypeScript #HackerNews #ngated

  9. 🍬🔢 Ah, the cutting-edge science of playing with gummy bears on a canvas! 🖍️ Dive into this groundbreaking 'simulation' where you can *gasp* move a character and push objects. 🤯 Thank heavens for the riveting #multiplayer #physics of candy land, brought to you by a melting pot of #Haxe, JS, and TypeScript! 🍭🤖
    newkrok.github.io/nape-js/exam #gummybears #simulation #TypeScript #HackerNews #ngated

  10. 🍬🔢 Ah, the cutting-edge science of playing with gummy bears on a canvas! 🖍️ Dive into this groundbreaking 'simulation' where you can *gasp* move a character and push objects. 🤯 Thank heavens for the riveting #multiplayer #physics of candy land, brought to you by a melting pot of #Haxe, JS, and TypeScript! 🍭🤖
    newkrok.github.io/nape-js/exam #gummybears #simulation #TypeScript #HackerNews #ngated

  11. Got hooked on some UI stuff and spent the weekend messing with macros, css styles parsing and almost broke my head re-reading the web event spec... BUT it works with hot-reloading. Cant wait to write another textfield soon.

    Soooo, how was your weekend? :D
    #haxe #bgfx #gamedev
    youtu.be/WHOdqU7gC0Q

  12. Got hooked on some UI stuff and spent the weekend messing with macros, css styles parsing and almost broke my head re-reading the web event spec... BUT it works with hot-reloading. Cant wait to write another textfield soon.

    Soooo, how was your weekend? :D
    #haxe #bgfx #gamedev
    youtu.be/WHOdqU7gC0Q

  13. Got hooked on some UI stuff and spent the weekend messing with macros, css styles parsing and almost broke my head re-reading the web event spec... BUT it works with hot-reloading. Cant wait to write another textfield soon.

    Soooo, how was your weekend? :D
    #haxe #bgfx #gamedev
    youtu.be/WHOdqU7gC0Q

  14. Got hooked on some UI stuff and spent the weekend messing with macros, css styles parsing and almost broke my head re-reading the web event spec... BUT it works with hot-reloading. Cant wait to write another textfield soon.

    Soooo, how was your weekend? :D
    #haxe #bgfx #gamedev
    youtu.be/WHOdqU7gC0Q

  15. Got hooked on some UI stuff and spent the weekend messing with macros, css styles parsing and almost broke my head re-reading the web event spec... BUT it works with hot-reloading. Cant wait to write another textfield soon.

    Soooo, how was your weekend? :D
    #haxe #bgfx #gamedev
    youtu.be/WHOdqU7gC0Q

  16. Messing with some secret #haxe engine work & one thing that I always wanted was proper lowlevel 2D/3D support and core support for CPPIA. So I sat down and created externs for #bgfx , #nanovg and mixed it into an engine prototype that lets you live-code :D github.com/dazKind/linc_bgfx

  17. Messing with some secret #haxe engine work & one thing that I always wanted was proper lowlevel 2D/3D support and core support for CPPIA. So I sat down and created externs for #bgfx , #nanovg and mixed it into an engine prototype that lets you live-code :D github.com/dazKind/linc_bgfx

  18. Sometimes the visual mistakes can be so cool and so unexpected, after hours of errors and no compile something is always welcome. Had something working, but code was so ugly tried to rebuild. Tried lots of Generics with pain, so half abandoned that.
    The filled triangle are now almost the opposite of the aim, so lightly I am close, so something for another day, when feeling fresh!
    #haxe #morton #earcut #pre-scanline #holes

  19. Moving this to Merveilles.town:

    #introduction

    I'm a NY-born Oakland resident who programs for game companies to survive. I teach Scratch to kids at our town's video game museum.

    In my free time I used #Flash a lot, then #Haxe, and now a lot of modern #JavaScript. I port things as a way to preserve ideas. I have a loving wife and 2 cats.

    uh.

    #webgl #threejs #pasta #halloween #science #wordplay #gpl #matrix #macintosh #darkwave , uuuuh, #antifa #kielbasa #netneutrality #humanity #flan #pasta

  20. I finally wrote a proper status update, my first in seven months. player03.com/development/statu

    In it, I discuss math for platformer games, #EntityComponentSystem design, and the instinct to seek perfection rather than releasing anything.

    #Haxe #OpenFL #GameDev

  21. I adopted Echoes (an #EntityComponentSystem framework) about 1.5 years ago, and am finally ready to start the release process.

    (Or maybe I should have done a release a while back, followed by incremental updates? Oh well.)

    Over the course of almost 200 commits, I fixed bugs ranging from common to obscure, added features every good game engine needs, added support for common #Haxe language features, rewrote the test suite, and documented pretty much everything. I'm feeling confident about using this thing going forwards.

    Check out the latest release candidate at lib.haxe.org/p/echoes/ !

    #ecs #foss

  22. OpenFL devlog: scale9Grid

    How I recently implemented the scale9Grid property in OpenFL. This feature is sometimes called 9-slice scaling, but Flash doesn't just take a display object as a bitmap and slice it up into 9 pieces. It actually adjusts the placement of points on the vector shapes, which also leads to better looking gradient and bitmap fills. Read on…

    joshblog.net/2025/openfl-devlo

    #Haxe #OpenFL #AdobeFlash #scale9Grid

  23. I released a multiplayer game!! 🎉
    It's "Scavenger Hunt" in Mine Blocks!

    You spawn in a new world & have 8 minutes to get the 10 items... before your friends do! ⛏

    Watch the trailer below, I hope you enjoy :D

    youtube.com/watch?v=fnR7djDnky

    #indedev #gamedev #gaming #webgaming #html5games #haxe

  24. Here we are, with more a proof of concept than an actual game, but two birthday parties in the WE didn't help 😅

    Test the game here ⬇️

    ldjam.com/events/ludum-dare/52

    (the capture is an unfinished level, too messy to be included in the prototype)

    #haxe #ldjam #gamedev #LD52

  25. In collaboration with the Moonshine.dev team, a new visual form designer is now available for Feathers UI. Drag-and-drop GUI controls into containers (including nesting), edit common properties in the GUI, apply layouts (with percent sizing), and adjust font and background styles.

    It generates MXHX markup, a new XML dialect for GUIs in Haxe, inspired by Adobe Flex's MXML, but targeted at Haxe instead of AS3.

    feathersui.com/blog/2024/11/21

  26. Added several more sections to the #OpenFL Developer's Guide today.

    Accelerometer input
    books.openfl.org/openfl-develo

    Copy and paste
    books.openfl.org/openfl-develo

    Web service requests
    books.openfl.org/openfl-develo

    These three were converted to #Haxe from the classic #ActionScript Developer's Guide for #AdobeFlash (which was Creative Commons licensed by Adobe).

    1/🧵

  27. So, I've been thinking of expanding my game dev vocabulary. I'm pretty good at Javascript and Lua and know a bit of C (but don't like it much). But I'm looking for a language/system that will run on/compile to web, desktop, and preferably #Playdate as well. What do you recommend?

    (Recommendations and advice in the comments are highly appreciated.)

    #gamedev #Javascript #Lua #Haxe #Rust #Rustlang

  28. #Haxe Roundup 732 haxe.io/roundups/732/ is out!

    Its experimental target month with WASMIX ~ #WASM in Haxe, Fiberus ~ fibre based runtime, reflaxe.elixir target and the new C# target.

    Plus the latest articles, new releases & lots more from the Haxe community! 🔥

  29. Today I livestreamed about updating my #bitwig controllers, in my #haxe -based framework for targeting multiple DAWs. I’m fixing issues with the original APC Key 25 created by my changes meant to facilitate getting the mkII version working. My goal is to have both working again this week. I was working on this last June then foolishly put it down until now. Bitwig has its own script for mkII but I wanted to bring the features I added - and support for other DAWs - to this newer version of the device.

    I have bigger plans for this script, as I discuss in the video. Ultimately, this framework will unlock a lot of potential even for simple hardware such as this and not just for Bitwig, but trackers like #Renoise.

    If you want to support me working on this stuff, check out my ko-fi.

    https://www.twitch.tv/videos/2662329462

  30. One of the things I’ve wanted to do since becoming an #OpenFL contributor (but hadn’t found the time) is add more documentation. Especially targeting new users unfamiliar with #AdobeFlash and maybe even newish to programming and not sure how to translate old #AS3 code to #Haxe.

    This week, I tagged along on my wife’s work trip to Japan, and I decided docs would be a good thing to work on during my breaks from going out into Tokyo and doing touristy stuff. 🧵 1/x

  31. I noticed that #Ruffle, the open source Flash Player written in Rust that can run in browsers, started a blog with progress updates. Here's the first post:

    ruffle.rs/blog/2023/03/12/prog

    In particular, the author mentions that support for #AS3 SWF files is getting better and better. Just for fun, I wondered if any SWFs built with #Haxe and #OpenFL work in Ruffle (using `openfl build flash` to build a SWF).

    I attached a GIF showing the following code running on Ruffle:

    github.com/joshtynjala/foundat

  32. And here's a screenshot of the Moonshine.dev visual form designer for , , and .

  33. Check out the new Feathers UI v1.3, with new Drag-and-Drop capabilities, the Collapsible component, a new optional dispose() method on all components, and ton of bug fixes.

    feathersui.com/blog/2024/08/01

  34. TilBuci is a software editing suite that allows you to create interactive content like narrative games and digital books. Built by Lucas Junqueira with , , and . It's free and !

    Video:

    youtube.com/watch?v=P1MxAHrJMMM

    GitHub repo:
    github.com/TilBuci/TilBuci

  35. Just for fun: I prototyped a small reactive programming library for #FeathersUI, #OpenFL, and #Haxe. Not sure I'll do anything with it, but it was a fun exercise.

    I wish the props didn't use reflection and were strictly checked at compile-time. However, I really like the state system — especially the transform() method that can convert a state value into a different type with a callback. Perfect for converting values into strings.

  36. Another preview at the XML component format that I'm developing for #FeathersUI and #OpenFL. This screenshot shows a snippet that customizes the appearance of a RectangleSkin with a fill and border.

    Yes, it's very verbose, and no, this absolutely won't be the recommended way to skin a component.

    I'm just proud of how the XML format can even represent #Haxe enums with arguments. In this case, that includes FillStyle.Gradient, LineStyle.SolidColor, and GradientBoxTransform.RotateDegrees.

  37. I've been working on a way to build custom components for #FeathersUI and #OpenFL using XML. I'm aiming for something very similar to #MXML in #ApacheFlex.

    Last week, I finally compiled my first real sample component (after spending tons of time writing necessary low-level tests).

    The XML code in the screenshot recreates one of the #FeathersUI samples that was originally written in #Haxe. The XML is parsed at compile-time with a Haxe build macro, which generates a class.

  38. Bring your designer's vision to life with the flexible skinning APIs in Feathers UI.
    feathersui.com/learn/haxe-open

  39. The other day, I implemented custom margins before and after specific items in HorizontalLayout and VerticalLayout (in #feathersui). They get appended to the layout's gap (and can even be negative to make the gap smaller for a specific item).
    #haxe #openfl

  40. Easter egg, experimenting with drawing ellipses with quads with pixels, sometimes the errors are more interesting than what you were trying to make! #openfl #haxe

  41. Fun fact: #OpenFL (the wonderful #Haxe library) can actually render your game directly into DOM elements instead of using a canvas.

    All you need is this one line in your project.xml (or also a command line flag):

    <define name="dom" if="html5" />

  42. Decided to try OpenFL... Enjoying it so far!

    Building for Android is unnecessarily painful, but after A LOT of debugging I eventually figured it out.

    #openfl #lime #haxe #hxcpp

  43. My first OpenFL devlog of 2024: HashLink/C compilation for Windows, macOS, and Linux

    HashLink is a runtime for the Haxe programming language. It can use bytecode and JIT, or it can cross-compile to pure C. In the past, OpenFL supported JIT only, but now HL/C is working too — with automated C compilation using gcc, clang, MinGW, and Visual Studio all working.

    joshblog.net/2024/openfl-devlo

    #OpenFL #Haxe #HashLink #CrossPlatform #devlog

  44. More new #OpenFL docs.

    HTTP communications: books.openfl.org/openfl-develo

    Mouse, keyboard, and touch input events:
    books.openfl.org/openfl-develo
    books.openfl.org/openfl-develo
    books.openfl.org/openfl-develo

    All code examples converted to #Haxe (and verified to compile and run… found some bug fixes in the process).

    I will also add links to these documents into the OpenFL API Reference, to make them easier to find. And to present multiple formats of documentation in context, for folks who learn in different ways. 5/x

  45. I've been working on a way to build custom components for #FeathersUI and #OpenFL using XML. I'm aiming for something very similar to #MXML in #ApacheFlex.

    Last week, I finally compiled my first real sample component (after spending tons of time writing necessary low-level tests).

    The XML code in the screenshot recreates one of the #FeathersUI samples that was originally written in #Haxe. The XML is parsed at compile-time with a Haxe build macro, which generates a class.

  46. I've been working on a way to build custom components for #FeathersUI and #OpenFL using XML. I'm aiming for something very similar to #MXML in #ApacheFlex.

    Last week, I finally compiled my first real sample component (after spending tons of time writing necessary low-level tests).

    The XML code in the screenshot recreates one of the #FeathersUI samples that was originally written in #Haxe. The XML is parsed at compile-time with a Haxe build macro, which generates a class.

  47. I've been working on a way to build custom components for #FeathersUI and #OpenFL using XML. I'm aiming for something very similar to #MXML in #ApacheFlex.

    Last week, I finally compiled my first real sample component (after spending tons of time writing necessary low-level tests).

    The XML code in the screenshot recreates one of the #FeathersUI samples that was originally written in #Haxe. The XML is parsed at compile-time with a Haxe build macro, which generates a class.