Posts Tagged ‘neko’
Lime (Light Media Engine) is an abstraction layer that makes it simple to go cross-platform with only one codebase; without the compromise of relying upon a scripting language or a virtual machine.
Lime is a lower level cross platform toolkit that uses Haxe to target multiple platforms. OpenFL uses it to make a very similar API to Flash much like the origins of Haxe itself. Lime wraps WebGL, OpenGL/ES and more to get started quickly with the boilerplate for each platform much like Cocos2D-x and other cross platform toolkits.
Lime currently supports the following platforms:
Haxe has been a cross platform toolkit targeting many platforms from one codebase since its inception. The timing of mobile, web gaming, WebGL/OpenGL/ES, apps and the subsequent demands for cross platform codebases + toolkits to be productive (Unity, Cocos2D-x, MonoGame, etc) suit to Haxe’s strengths. Lime and Haxe fit that well and it looks to be a great start that includes: very fun base platform, easy syntax and js/as3 like, lower level Lime OpenGL access, higher level OpenFL, native access when needed easily and targeting all worthy platforms including deeper ones like Blackberry and Windows. Just like Cocos2D-x and others you can do more natively on the device and it gives you the control of a custom engine with the rails of a community, definitely check it out.
Well because of this it is possible to run haXe on the iPhone. The gamehaXe site has found a way to get haXe to compile to iPhone via hxcpp which creates a C++ output from haXe code very similar to Actionscript 3.
I am a bit late to the party but this is great news. It uses the NME library which will allows code to mostly be written to the Flash 9 API and create the C++ for XCode to compile and run on the iPhone and Touch. This creates a path to port Flash games to iPhone/Touch.
This project is one to watch and participate in. Native compilation to the iPhone from haXe is a more simplified code to write in while providing lower level performance which is needed on mobile devices, as processors, cache and ram are much lower than desktop and below what is capable of running the Flash AVM2 currently.
If you have more interest in haXe there are some other great demos on as3/haXe at the game haXe site. Also, Tony at touchmypixel.com has posted some very useful information to help you get started with hxcpp.
The hxcpp project is a newer output target along with a java one but this could be interesting if actionscript like code and many libraries like Physaxe or AS3 libraries could be ported to haXe to output to the iPhone.
Nicolas Cannasse has released haXe 2.01 that now has flash 10 support with a simple switch including the new Vector class.
Another very good news is that haXe has now complete support for Flash 10.
You only have to use
-swf-version 10as commandline parameter to be able to access the new Flash10 APIs (don’t forget to install first the FP10 from labs.adobe.com).
I think it is very possible for haXe to catch on big time, but it takes time as stated. Just remember that Python was worked on almost solely by Guido van Rossum for about 5-years, and then 10-years later it was picked up by Google heavily and the rest is history. I think it takes 10 years for anything to really catch on from standards to languages.