3 ms·
A few things in my opinion that slowed down Haxe: - Language barrier (Since Haxe docs are first and foremost handled by europeans like me, I know English nativ
by aikah 11y ago
A few things in my opinion that slowed down Haxe:
- Language barrier (Since Haxe docs are first and foremost handled by europeans like me, I know English natives always find it a bit ghetto when they feel the writer isn't a native, but there is very little we can do about it)
- It's not as easy to use as it seems, though OpenFL made it a bit easier.
- Backward compatibility breaks between versions, I'm sorry but a language designer should never do that. I know it's tough to get things right on the first iteration,but v2 libs not working in v3 can slow down a language adoption. We've seen this countless times. It only piss off early adopters.
- Maybe too focused on Flash at first ( But the C++ and JS targets work quite well, in fact, both Android and IOS targets use C++ ).
- written in OCAML... makes it more difficult for people to contribute to the core.
I'd say wait a few more years until the stuff is mature.
EDIT: if you are writing a game it is a no brainer. Your app will run in the browser with JS, Flash and natively on Ios and Android with a single codebase and very very little tweaking.