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I found the article confusing at first, because they said they discarded HTML5 as an option but in fact ended up using Haxe to generate HTML5. The explanation
by kennu 9y ago
I found the article confusing at first, because they said they discarded HTML5 as an option but in fact ended up using Haxe to generate HTML5.
The explanation is that they wanted a desktop-first, multi-platform solution that is able to generate both HTML5 and iOS/Android native code. Quite interesting, as I didn't know you can use Haxe to achieve this.
I still wonder if React + React Native could offer a similar platform, although it would probably not be very optimized for games.
- jchw 9y agoHaxe is pretty interesting. I really wish strongly that it was more polished and had a larger ecosystem, because it feels like a nice development environment and is quite nice to code in.
- baldfat 9y agoI don't think it is that small ecosystem. It may be used in gaming mostly but it has a very strong success record. I also have decided upon Haxe (Godot is still in the running) for educational activities I am building) Some very strong Indie games have been made in Haxe already. EA and Zynga us it for their mobile games and OpenFL has many children web games made with Haxe. https://haxe.org/use-cases/games/ https://haxe.org/use-cases/games/
- jay_kyburz 9y agoI love Godots Python like language. Its kind of disappointing to see the C# stuff take centre stage.
- baldfat 9y agoIt will eventually take over first position in Godot, but right now GDScript will stay the main focus. Personally I find Python (Though I really like the language) just isn't suited for gaming as well as other languages. The Indie Gaming Scene has really gravitated over to C# due to Unity. Unity also had a python like Language, Moon and it got dropped.
- blueprint 9y agoAs a native mobile dev, I found myself unable to adopt it because I need and/or want direct access to the native platform capabilities, most especially when it comes to building GUIs. Write-once tends not to work so well when users are able to tell behavior, framerate, appearance, … differences in a split second and when optimal UX was my purpose in writing mobile apps in the first place. In the same way, learn-once is more of a marketing term than a reality, since platforms implicitly differ.
- Q6T46nT668w6i3m 9y agoJust to be clear, you’re talking about GUIs for applications rather than games?
- blueprint 9y agoNo, I have built and have had need to build all kinds of applications. And even games have 'views' and 'controls' within them.
- panopticon 9y agoI have seen very few games leverage native controls (with the exception of dialog boxes which are supported by almost every write-once framework), so I'd be curious to know your specific case for needing native controls in a game.
- blueprint 9y agoThen you miss the point of systems like Haxe.
- ZenoArrow 9y agoThe point of systems like Haxe is "write once, run anywhere". You don't need to mimic the standard OS interface style to do so, especially not with games (as it's more important that the style of the interface suits the game).
- jmull 9y agoYes, that bothered me too. They called that option “HTML5”, but they meant something more like native JavaScript & HTML.
- jack9 9y agoAccessing HTML5 features is usually by javascript api. Even if you used another dependency, how would that help?
- jack9 9y agoSeriously? Do you not understand the question? Guess not. https://www.html5rocks.com/en/tutorials/getusermedia/intro/ https://www.html5rocks.com/en/tutorials/getusermedia/intro/ Basic intros to HTML5 all use Javascript to access functionality. How else are you going to access video, audio, timing, etc? HTML5 isn't a language.
- camus2 9y ago> I still wonder if React + React Native could offer a similar platform, although it would probably not be very optimized for games. Would be mostly useless if canvas or webgl is the target.