Haxe Entry Point

A title with two meanings, what have we here!

Recently I wrote about Haxe from 1000ft, which looks a the way Haxe fits together, how it's flexibility makes it difficult to explain, and how an onlooker might better understand it.

This post is a follow up, and discusses what happens if you were interested in using Haxe for something, and were curious about the entry point from a user perspective.

To tackle the basic usage and understanding of the Haxe environment, we will write an example command line tool using Haxe.

This is a continuation of a series on Haxe itself, which you can find all related and future posts under the “haxe” tag.


Here is part one.
This is part two.

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Haxe from 1000ft

I often run into people confused as to how to use Haxe or, where exactly it fits into a project pipeline.

For the newcomer, Haxe is a high level modern programming toolkit that compiles to a multitude of languages (c#, c++, java, js, python, php, etc). You can visit Haxe.org for a closer look - in the mean time, here is a broad strokes view of what Haxe is and can do.


This is part one.
Here is part two.

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haxe: compile time macros

Haxe is a really great language for me. It does cross platform in a sensible way - by compiling and generating code to a target language. The best part is that it's not just converting, it's properly compiling the code - so all errors are caught by the compiler itself long before the generated code even gets there.

One of its most powerful features is the macro system which allows you to run haxe code at compile time, to augment and empower your existing haxe code. It sounds crazy - so let's dig in.


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Shaders : second stage

The second part in a series on understanding shaders, covering how data gets sent between shaders and your app, how shaders are created and more.

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Primer : Shaders

A common theme I run into when talking to some developers is that they wish they could wrap their head around shaders. Shaders always seem to solve a lot of problems, and often are referenced as to the solution to the task at hand.

But just as often they are seen as a sort of enigma or black box - one that is so shrouded in complexity that it makes learning them from ”basic” examples near impossible.

Hopefully, this primer will help those that aren't well versed and help transition into using shaders, where applicable.

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Understanding Realtime Multiplayer

An article I wrote about understanding realtime multiplayer. Includes theory, plenty of links and diagrams and includes a working demo on github written in HTML5 with client and server for 1 vs 1 realtime multiplayer.

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L-systems and procedural generation

L-systems are a generation system that uses a simple descriptor to define fractal patterns that can be useful for many things, like trees, streets and more. This post goes over the way they look and how they work.

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Pathing excursions

I enjoy messing with path finding algorithms and finding interesting ways to obtain the results, this is about a few more recent attempts.

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