<story><title>The Joy of Haxe</title><url>https://medium.com/@fontstruct/the-joy-of-haxe-84f933f4b859</url></story><parent_chain></parent_chain><comment><author>dyarosla</author><text>Like the author, I too have the same opinion after having used  Haxe for over 5 years.&lt;p&gt;&lt;pre&gt;&lt;code&gt;  Five years on from starting with Haxe at FontStruct, I’m genuinely surprised to find that I feel no regret whatsoever regarding our decision to go with the technology.
&lt;/code&gt;&lt;/pre&gt;
I absolutely adore the language. Not only is it awesome at transpiling&amp;#x2F;compiling to native across this whole spectrum of targets, the language itself keeps surprising me with how versatile it is; with great type inferencing, compile time macros, platform-conditional compilation, and more.&lt;p&gt;I&amp;#x27;ve launched iOS, Android, Web, Windows and Mac apps that all shared the same code base. I can&amp;#x27;t see myself ever wanting to go back to using a single-target language again. I highly recommend trying it if you&amp;#x27;re on the fence. [0]&lt;p&gt;&lt;i&gt;Note: I am not affiliated with Haxe, just a huge fan.&lt;/i&gt;&lt;p&gt;[0] &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;try.haxe.org&amp;#x2F;&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;try.haxe.org&amp;#x2F;&lt;/a&gt;</text></comment>
<story><title>The Joy of Haxe</title><url>https://medium.com/@fontstruct/the-joy-of-haxe-84f933f4b859</url></story><parent_chain></parent_chain><comment><author>danso</author><text>I first learned about Haxe through Lucas Pope’s dev log for “Papers, Please”. Sounded interesting and fun, though Pope (who developed PP on a Mac) said he also had written custom tooling for his work — maybe that situation had changed since 2014: &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;www.gamasutra.com&amp;#x2F;view&amp;#x2F;news&amp;#x2F;209905&amp;#x2F;Road_to_the_IGF_Lucas_Popes_Papers_Please.php&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;www.gamasutra.com&amp;#x2F;view&amp;#x2F;news&amp;#x2F;209905&amp;#x2F;Road_to_the_IGF_L...&lt;/a&gt;&lt;p&gt;For his new game, Return of the Obra Dinn, he went with Unity because of its 3D capability:&lt;p&gt;&lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;forums.tigsource.com&amp;#x2F;index.php?topic=40832.0&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;forums.tigsource.com&amp;#x2F;index.php?topic=40832.0&lt;/a&gt;&lt;p&gt;&amp;gt; &lt;i&gt;I&amp;#x27;m gonna use Unity for this one. I fell in love with Haxe&amp;#x2F;OpenFL on my last project but unfortunately the 3D situation is not that great there yet. Also, it&amp;#x27;s time to finally see why 90% of the indie scene is using Unity. I have a good amount of experience with 3D games and the few days I&amp;#x27;ve played around with Unity so far have been pretty productive. The animated title screen scene up there (with post-processing shaders and all) was created in one day. I now have unrealistically high hopes.&lt;/i&gt;</text></comment>