


So we have choose this language because it largely reflected our needs, but also because we considered creation from scratch of an engine capable to manage a game client out of our capability. Just think that Haxe, born in 2005, is today at 3.1.3 version, while OpenFL, born about two years ago by NME, is today to 3.0.3 version. The availability, thanks to the use of OpenFL library, to have as target the main mobile platforms, such as Android, Apple and Microsoft.įurthermore, both Haxe and OpenFL can count on communities of users and developers, allowing continuous improvement of the versions that are released.The ability to have different targets during deployment and so the availability of sharing code to create different applications that can be executed in different environments: Flash, Java, C++, C#, ….Support to the implementation of advanced scripts that, if properly nested in the code, can shorten the production time.Supportto the formalism needed to produce code being easily modified during time.Haxe has a syntax very similar to Action Script language. Haxe is an extremely versatile programming language that allow deployment to different platforms. Haxe, by now together with the inseparable OpenFL is definetly the answer to the previous questions. A little budget for tools and authoring suites.

Final product high maintainability that permit to easily resolve bugs and to manage additional game functionalities development.The chance to having a multiplatform application without writing new code for each platform where you intend to publish the game.Especially if you plan to have important basic features, such as: In this post we will talk about the choices we are making to realize the game Client and about some consequences deriving from them.Ĭreating a game Client is something really complicated.
