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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: https://www.gamasutra.com/view/news/209905/Road_to_the_IGF_L...

For his new game, Return of the Obra Dinn, he went with Unity because of its 3D capability:

https://forums.tigsource.com/index.php?topic=40832.0

> I'm gonna use Unity for this one. I fell in love with Haxe/OpenFL on my last project but unfortunately the 3D situation is not that great there yet. Also, it'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'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.




I wouldn’t be surprised if he does a mix of Haxe and Unity; Haxe compiles to C# too and works very nicely with Unity.

In my current project I ultimately switched off of Unity for 3D due to its less than stellar WebGL support (and I wanted to target web), but with Haxe I simply changed my target to JS and got to reuse most of my code. The ability to switch/add targets at any point of your product’s lifecycle is incredible.


Martin Jonasson also switched to Unity from Haxe for his latest game (Holedown), in part due to broader libraries being available and more actively maintained, and a bigger dev community.

http://grapefrukt.com/




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