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The funny thing about a lot of these cross platform Haxe GUI applications is that they are actually made with Electron. I guess using Haxe means that you could
by japhib 5y ago
The funny thing about a lot of these cross platform Haxe GUI applications is that they are actually made with Electron.
I guess using Haxe means that you could also share libraries with your “real” game code that likely compiles to C++, which could be a big benefit. I just thought it was funny that LDtk could be written in JavaScript and be just as cross-platform as it is.
Other examples of Haxe-Electron apps include the Ogmo level editor and the CastleDB editor.
- tkp 5y agoIndeed, Electron is very useful for any compile-to-js language, and benefit from js popularity, toolkits and frameworks for rich UI. Writing in Haxe brings nice syntax, and some flexibility regarding target language/platform, and possible UI frameworks. - ArmoryPaint[1] and most Haxe games don't rely on Electron for UI. - HaxeUI[2] provide a nice list of components, rendered as composite or native on various backends[3] (html5, wxWidgets, experimental pdcurse..^^) - MVCoconut[4] also allow to bind to various front-ends : Dom, React, React-native There is always a degree of lock-in depending on the path you choose, but having a cross platform base for logic and glue is a nice feature. [1] https://armorpaint.org/ https://armorpaint.org/ [2] http://www.haxeui.org/ http://www.haxeui.org/ [3] https://github.com/haxeui/haxeui-core#backends https://github.com/haxeui/haxeui-core#backends [4] https://github.com/MVCoconut/ https://github.com/MVCoconut/