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I remember using OpenFL a year ago or so. Probably less. The coding environment itself was very nice. But it was horribly painful in practice. Sure, you can com
by ChrisGaudreau 13y ago
I remember using OpenFL a year ago or so. Probably less. The coding environment itself was very nice. But it was horribly painful in practice. Sure, you can compile to multiple targets, but don't expect it to work. And if it does work, chances are your code is littered with platform-specific macros and reams of platform-specific code.
To make it worse, many parts of the Flash API weren't implemented, had different semantics, didn't work on some platforms, or worked differently on some platforms.
I like the idea of OpenFL and I like the Haxe programming language. When I tried it, it was clear that things were improving quickly. I hope it has improved a lot since then.
- bendmorris 13y agoI've been working with Haxe and OpenFL for about a year and a half. A year ago I would've agreed with you, but the past year has seen some major advancement in all of these areas. The Flash API is more fleshed out at this point. Setup still has some quirks but I find that once that's taken care of, compiling for multiple platforms "just works" and is incredibly convenient. For example, OpenFL will actually download and install the Android SDK and NDK for you, then compile your application and sign the APK with a single command. The most popular game engines (HaxePunk or HaxeFlixel) are great at smoothing over some of the platform-specific differences in things like rendering. It's not a magic bullet and you still need to have a basic understanding of each platform you want to target, but Haxe and OpenFL make things so much easier.