Hello,
I’m currently reviewing the Haxe ecosystem for the company I’m working at (a studio of a big video games group). As a part of that sudy, I’m poking around the source code, mailing lists, documentations, libraries, etc. I feel like there’s a lot of potential in that technology, but also that my “external” and “corporate” point of view could be valuable for future improvement. Now, that’s just my two cents.
1/ Haxe platform readability
The first issue I’ve encountered is the lack of external readability of the platform. There’s too many names going around: Haxe, NME, Neko, … It felt confusing to identify what was what. Understanding those various names meant I had to understand (even just a bit) how the technology was working under the hood, and I don’t think it’s a good idea to require that from a new potential user on his day one. Also, there’s in my opinion too many file types associated with the platform (hx, n, nmml, hxml, …) – but that is directly connected to the overall platform readability issue.
My advice on that is to define what is core to the Haxe platform, and embrace it under the Haxe name. This also means providing it with a professional level of support: merged releases, documentations and downloads.
2/ Documentation
As a developer, I expect the documentation of a professional development platform to be centralized, readable, and extensive. The Haxe platform lacks professional-grade documentation. The Wiki is very impractical as it lacks internal linking and navigability, and there is not enough maintenance on it (there is a lot of out-of-date articles), nor presentation convention (different pages looks different, and feel different, and that shouldn’t be the case even if that’s different authors who wrote it).
The main concern is the API documentation itself, of course. But professional-grade documentation should also include a getting-started guide and a syntax guide.
4/ Lack of enforced cross-platform consistency
What is cool with Haxe is that cross-platform aspect. That’s the main point of interest of the platform on my opinion. Yet, I feel like there’s still many platform-specific aspects to keep in mind when coding. That’s especially true regarding NME, of course, since it’s the area with the most platform-specific stuff going on under the hood, but that’s also true on certain aspects of the Haxe language itself (like the Int type being different on various targets).
I understand that one of the goal of Haxe is to get a close as possible to native performances. I just feel that being cross-platform should be the default behavior, and providing the best platform-specific performances should be an option (for the cases of both can’t be combined, of course).
3/ Discrepency between target platforms
I’ve worked a lot with AS3, and it was invaluable to my Haxe grasp, which is, I think, not a good thing. The Haxe platform should be accessible by anyone, coming from various coding area, or with no coding experience at all. Understanding NME right now, with the current state of the documentation, without knowing Flash at all, seems impossible. I’m fine with the choice to stick to the Flash API for NME, both because of the time it saved on endless API-related discussions, and because it’s then easier for AS dev to move to Haxe. But that Flash-NME correlation shouldn’t be an excuse not to document, explain and spread the NME platform as well and as thoroughly as possible.
Also, and that’s correlated to my 1st point, I think that Haxe (NME) is on too many platforms. That might be stupid said like that, but that’s because of the discrepancy. Some platforms works only partially, are work-in-progress, or are aborted projects. Webos, Blackberry, there’s even stuff related to the CAANOO in the main trunk!
Now don’t get me wrong. Targeting so many platforms is awesome. But I think that only a handful of platforms should be carefully selected and included in the Haxe platform distribution by default. Those platforms should be the one that are guaranteed to work, for the whole range of the API, and without any discrepancy, cross-platform behavior being the default.
Other platforms could be advertised as “labs”, or “advanced” stuff. And the process to move a platform from being “labs” to the main trunk should be taken with extreme care.
5/ It’s too complicated to contribute
I won’t get political here, but. Hell yes, I’ll be political: SVN sucks for this kind of project. The Haxe platform could get tons of support from a community like the one at Github (or Bitbucket, but it’s more true for Github), and the decentralized nature of Git (or Mercurial) makes contribution much, much easier than the current patching process.
I heard about people cloning the SVN repository to their own SVN repository on their own network to still use a source control system without commit right to the main repository. That’s brave. That’s certainly not something we can expect from anyone but the more passionate. And I’m quite sure Haxe could benefit from improvements of a wider audience.
6/ It lacks corporate support
There’s not many thing to do here but to improve everything else and wait for it to happen, but still. It’s much easier to sell an open-source project that has corporate support. That comes in two forms: a respectable business that uses the technology, and – and that’s much better – a respectable business that uses the technology and contributes to the project. (I’m not counting Motion-Twin here, not because I don’t think it’s a respectable business – it is – but because it’s the starting point of the project, and thus it doesn’t provide the “3rd-party acceptance” point of corporate support)
The biggest open-source projects always have a big corporate support at some point. That’s something Haxe could get, but it’s tricky, because I feel that one of Haxe main audience is game developers, and those kind of business are usually not very much into open-source (I’m doing what I can from my position to make that changes, but there’s not many of me).
Yet, I think that could be a goal, and that should be considered a milestone.
7/ It lacks a business model
Sure, open-source isn’t usually about making money, but when targeting a corporate audience (as I think we should), they often judge the stability of a technology by its ability to sustain itself. That reduces the risk factor involved in the technological choice. No one wants to commit itself to a technology that might lose support and maintenance if a few key-people loses interest. And as strong as the Haxe community is, the only think that will ensure businessmen that the interest won’t be lost is if the interest provides money to those key-people.
In that subject, I think the Haxe Foundation is a great idea, but it should have a commercial counterpart as well. The most common things to sell to my knowledge are support and priority. Support can be consulting, teaching or providing software developments, and priority is “I pay so my bug is fixed before the others, because that’s critical to my business”.
I think that should be considered very seriously, because otherwise, it might look – from a corporate point of view – like Haxe has lost its business model as Nicolas left Motion-Twin. I’m sure it’s not the case. Now something must be done to prove it to white collars.
That might look like a bunch of criticism without action. It is for now. I’m personally very seduced by my experience with Haxe in the last few weeks. It felt close to awesome. My initial mission was to decide if Haxe was tailored for our day-to-day business operation on our studio, to work on games. I’m doubting it is because of the points I’ve listed here. I’m not letting it go for now, though.
As for my personal interest, I might start contributing to the project more regularly on my free time. I’ll also defend the idea of adopting it for a least a test project, and to contribute the improvements we’ll do meanwhile back to the project.
Thank you for reading this long topic! Long life to Haxe. ;)
There's nothing wrong in saying which company - one can get this
information on the internet anyway ;)
Well, the beauty of Haxe is, there's no core platform. I could go into
that but I feel I'd be stating the obvious. Of course if you wish, I
can elaborate on that.
But I suppose some gentle introduction might help less technical
people, who're still interested in Haxe.
As far as API documentation goes, I'm not even sure you're right. I'd
say a good API is better than a superbly documented bad API. We could
use more tutorials and they should somehow be referenced from the API.
To me, almost all things in Haxe felt evident, so it's really up to
the newcomers who overcome the perceived lack of clarity to write that
documentation.
It might be just me, but I find this a little vague. Would you care to
select a few concrete issues/shortcomings, that best illustrate your
problem?
It's hard to say what "other" means, because to everyone it's
something different. After seven years of flash development, I am
rather confident to say that the flash API is mediocre at best.
Because of that and because I'm not into mobile game development, I'm
not very interested into NME and I would like to point out, that Haxe
is not NME. Your request is (if I may exaggerate) along the lines of
asking the C# team to focus on XNA and put everything else into labs
;)
I do appreciate NME, the immense work behind it, and it's contribution
to strengthening and widening the Haxe community. Still NME is a
separate project and even eco-system in itself. As such, it does a
very good job at marketing itself. It has got polish, momentum,
tooling. And it is tailored to a rather specific need.
There has been a general idea of giving Haxe many such tailored faces.
Right now, there's this:
- http://www.haxenme.org/
- http://www.haxejs.org/
- http://www.haxenode.org/
Even though this is accompanied with some fragmentation, it's probably
the best thing to do, to gently introduce newcomers, while
conveniently hiding the overwhelming number of possibilities Haxe
offers.
This takes a lot of work. From people who really believe in the
respective platform.
Haxe has had multiple contributors back when it was still on CVS. The
number increased as of late. I think Simon's recent contribution made
it abundantly clear, that SVN is not the issue here. Also, there's a
handful of mirrors on github if you're interested.
I am not denying that Haxe could benefit from a DVCS, but I really
think this is an excuse, that is just holding you off.
Well, one of Haxe's problems that I mentioned at the WWX is, that its
usage has very little visibility. There's a number of bigger companies
specialized in or at least using Haxe. There's just no easy way to
find out.
It's would be relatively easy thing to compile some sort of a
portfolio of major companies and projects. We "just" need to put this
information into someone's hand, who's able to gather all they need to
create an appealing portfolio.
That's a popular misconception that led a lot of people to throw money
out the window. Haxe is free and is largely driven by a handful of
people in their freetime. Especially big companies can bring up the
money to substitute/add manpower. But money doesn't help, when some
company decides to flush its proprietary platform down the toilet as
Adobe did.
Do Perl, PHP, Ruby, Scala or Python have business models that we could
learn from? Or maybe you could provide another example (except Java
and C#, because they've been pushed from a very different position
than ours).
There's nothing wrong with criticism. However it's only fair to
question some of your observations and your final conclusion. And also
to ask you to consider how many implicit assumptions you've made. When
I first approached Haxe, I have had a lot of misconceptions about what
it should be more like and what it needs more. That inhibited me from
using it and discovering how far superior it is to AS3 for example.
Right now, starting to use Haxe takes a leap of faith (although
compared to 3 years ago it's half a step at best). I wouldn't blame
anybody for not making it. I only know that afterward, I blamed myself
for putting it off for so long.
You've pointed out a lot of obvious deficiencies in Haxe's ecosystem.
But if you think of it, AS3 also had as many deficiencies and didn't
manage to get any better during the course of its existence. You just
got used to it, as with everything.
So if I may ask: what do you plan using instead?
Thanks for sharing your thoughts ;)
Samuel, I don't mean that you don't have a lot of good points :)
First, Haxe.org doc is bad and Haxe is hard to get into. There are a few good parts but they are difficult to find.NME is still too hard for newcomers - the website doesn't present enough material, even if you're familiar with Flash, especially around performance-sensitive features. NME is inconsistent across targets? Definitely, and I think full C++, Flash and JS feature parity shouldn't be promised and you shouldn't expect to just recompile a completed Flash project to C++ or JS: it should be built from start with a safe subset of features. Wrappers like my nme-tilelayer aims at making development safe this way.All these doc problems would require weeks of work to be improved - who can sponsor that?
IDEs list page could certainly be improved with clear indications of supported platforms and important features like completion and debugging. And a little update to add info on IntelliJ and check if Haxe integration is still maintained in all the editors listed.
Now about enterprise-grade IDEs: FDT has a free edition, IntelliJ may eventually offer Haxe support in the trial edition. Sounds good enough to me - imho the Haxe community can't afford developing one. Actually even FDT can't seem to afford improving Haxe support, and see how Adobe doesn't want to continue spending tons of money on Flash Builder and is stripping what it can now that it's dropping Flex.
As you said, debugging and profiling lies "within either the VM or the generated native code": it's entirely target specific and JS and AS3 already have an ecosystem of tools ready to use. Only missing piece is native NME debugging - Hugh is working on an interactive debugging API so this should happen, but again it will be up to IDEs to build UIs for it. Regular C++ profilers work nicely already: http://philippe.elsass.me/2012/06/nme-profiling-your-app-performance/
On SVN: If you were thinking about the main NME repo, I think it's going to move to git in a not-to-far future.
First, I'd like to advocate one more time for in-code documentation, regarding the API (and maybe samples) at least. Take a look at this random file from the OpenJDK (I know, I keep talking about Java): http://www.docjar.com/html/api/java/lang/Object.java.html
First, I'd like to advocate one more time for in-code documentation, regarding the API (and maybe samples) at least. Take a look at this random file from the OpenJDK (I know, I keep talking about Java): http://www.docjar.com/html/api/java/lang/Object.java.html
The texts themselves are splitted in two part: a short, straight-to-the-goal introduction, and an in-depth explanation of the inner-workings of the method. That's key to allow people to understand what's going on under the hood, and allow them to optimize better, without having to read and understand the underlying code.
That's a tremendous amount of work, for sure. That's actually a full time job for some Technical Writers around the world. But let's start small:- Defining (or highlighting) an official documentation format for Haxe. Could be like Java and AS3 (/** */), or C# (///), or whatever. But it should allow readable documentation code, efficient formating of the output, and ease of access to "linking" features (like @see, @param, etc.).
- Have this documentation format being parsed. That could be by an external tool, but I'd prefer that parsing to be in the Haxe parser itself: it'll allow to send the documentation on the completion server as well. And that would be a big feature for IDEs.
The one thing I'd add to this is Markdown support - and
descriptions or code samples would be super easy to do in
Markdown. There is a markdown haxelib already, so this shouldn't
be hard to implement.
- Having this documentation format being converted to a Web-friendly user interface, browsable, manageable, searchable.
That's the critical tool path to success on that, I think. Then (and as soon as the format is defined), let's begin by documenting the classes lying directly in std.
I'm glad you guys agree on the documentation part! Also, having the doc in the code itself tends to be more compliant with the DRY principle. Which is always a good thing.
I missed the fact that the completion server already sends out documentation. That's nice. Regarding the format, I'm not sure Markdown is the best tool here. I feel that using a few HTML tags directly is readable enough (and more common among the few documentations I've seen).
What's important to define, though, is the links system - the way information is connected (the equivalent of @see, @param, @return, etc. on JavaDoc). This particular syntax is already well spead, so maybe the best shot is to stick to it.
Regarding Github, I surely didn't meant everything under the same account. That would ruin the purpose of the website. I thought of an "haxe" (or "haxe foundation") account for the Haxe project, and maybe very tightly connected projects (I think hxcpp here). But the idea is, if Haxe makes the move, the ecosystem will probably follow at some point (each project in its own way, of course). There seems to be a tendency for open-source projects gravitating around another to choose the same tools as the central one. Also, note that a single Github account can host multiple repositories - it's not designed the same was as Google Code. It's people-centric instead of project-centric.
Thanks for all the feedback!
>> The syntax is covered in the reference: http://haxe.org/ref
>
> I got that, but I don't think it is a professional grade documentation. It's
> unpractical to browse and most of the API documentations are stub, because
> there's mostly no in-code documentation on the standard classes. Take a look
> at the Java (or C#, or Python) standard classes: there's more documentation,
> samples, implementation details than there's code. And that's good.
I don't think that's good. Excessive comments are a code smell. Code
itself is the implementation detail.
> For example this line carries no information: * @param x The x
> coordinate of the top-left corner of the rectangle.
I've attached an image with an example of FlashDevelop autocompletion for Rectangle in AS3.
The line with "@param x" completely changes the end-user experience. It doesn't matter how excessive it is, as long as the programmer gets the needed info.
Imagine someone who worked for a few years with a library in some language where rectangles had (x,y) as the center point, not the top-left corner (eg. Box2D - polygon.setAsBox()).
Now that person types "new Rectangle(" and gets full code hint in FD/AS3 explaining how rectangles work in flash. They could as well get this help in Haxe, if only the docs were included.
Another example (Haxe/NME again):
var s = new Sprite();
trace(Math.sin(s.rotation));
You know that Sprite calculates rotation as degrees, while Math thinks it's radians? It's obvious when you were making flash games for several years, but the newcomers will just get bugs (you actually get correct results for rotation = 0, which is default).
No docs for Sprite, only recently added docs for Math (I hope someone will copy my recent Math additions into code comments, probably improving it along the way).
http://www.haxenme.org/api/types/nme/display/DisplayObject.html
http://haxe.org/api/math
> One of the major problems of Haxe is the high entry barrier.
Haxe/NME is a modern, extremely easy-to-use technology. Almost magical - you write a couple lines of code and it works across different platforms with all the graphics, physics etc. (although sound didn't work on my test Android phone, I'm gonna try and fix it after testing iPhone as well).
But I've spent a couple of hours trying to run it for the first time. Just trying to build it as Flash, with a colored shape on the screen.
I didn't succeed. My friend downloaded Joshua's example and compiled it for different platforms, just to prove that the technology works in its basic state.
What I'm trying to say is that we need better docs everywhere. Tutorials and examples for beginners, API docs for everyone. And we need to make it all accessible for people who are making their first game, not having years of experience in mobile/flash.
> "Haxe for AS3 developers/JS developers/Java developers/C# developers"
There's no need to separate docs for programmers with different backgrounds, if the docs are detailed and consistent (you call that excessive, but I disagree).
Adobe doesn't have "Flash for previous Silverlight users" section on their website. And even if they had, it'd be just one page telling the main differences in code, like that, and in display list/something else.
--
Dmitry
> For example this line carries no information: * @param x The x
> coordinate of the top-left corner of the rectangle.I've attached an image with an example of FlashDevelop autocompletion for Rectangle in AS3.
The line with "@param x" completely changes the end-user experience. It doesn't matter how excessive it is, as long as the programmer gets the needed info.
Imagine someone who worked for a few years with a library in some language where rectangles had (x,y) as the center point, not the top-left corner (eg. Box2D - polygon.setAsBox()).
Now that person types "new Rectangle(" and gets full code hint in FD/AS3 explaining how rectangles work in flash. They could as well get this help in Haxe, if only the docs were included.
Another example (Haxe/NME again):
var s = new Sprite();
trace(Math.sin(s.rotation));You know that Sprite calculates rotation as degrees, while Math thinks it's radians? It's obvious when you were making flash games for several years, but the newcomers will just get bugs (you actually get correct results for rotation = 0, which is default).
No docs for Sprite, only recently added docs for Math (I hope someone will copy my recent Math additions into code comments, probably improving it along the way).
http://www.haxenme.org/api/types/nme/display/DisplayObject.html
http://haxe.org/api/math> One of the major problems of Haxe is the high entry barrier.
Haxe/NME is a modern, extremely easy-to-use technology. Almost magical - you write a couple lines of code and it works across different platforms with all the graphics, physics etc. (although sound didn't work on my test Android phone, I'm gonna try and fix it after testing iPhone as well).
But I've spent a couple of hours trying to run it for the first time. Just trying to build it as Flash, with a colored shape on the screen.
I didn't succeed. My friend downloaded Joshua's example and compiled it for different platforms, just to prove that the technology works in its basic state.
What I'm trying to say is that we need better docs everywhere. Tutorials and examples for beginners, API docs for everyone. And we need to make it all accessible for people who are making their first game, not having years of experience in mobile/flash.
There's no need to separate docs for programmers with different backgrounds, if the docs are detailed and consistent (you call that excessive, but I disagree).
> "Haxe for AS3 developers/JS developers/Java developers/C# developers"
Adobe doesn't have "Flash for previous Silverlight users" section on their website. And even if they had, it'd be just one page telling the main differences in code, like that, and in display list/something else.
I wouldn't want 20 lines of comments but a thoroughly commented API would arguably help adoption, even if it's only available in the html doc.
And actually Haxe autocompletion serves the API doc* so yes it's up to the editor to display them - FlashDevelop doesn't do anything exclusive to retrive this doc.
And I also agree with Samuel that we need a better standard for API Docs. The Javadoc style can add much more richness to the documentation than our current one (e.g. related classes, function arguments, what exceptions it throws and when, etc...)
I think the doc extractor is a good idea - allows to populate a bunch of information quickly.
It shouldn't stay that way however and everything should be edited for more concise text and NME-specific details.
Hello,
I’m currently reviewing the Haxe ecosystem for the company I’m working at (a studio of a big video games group). As a part of that sudy, I’m poking around the source code, mailing lists, documentations, libraries, etc. I feel like there’s a lot of potential in that technology, but also that my “external” and “corporate” point of view could be valuable for future improvement. Now, that’s just my two cents.
1/ Haxe platform readability
The first issue I’ve encountered is the lack of external readability of the platform. There’s too many names going around: Haxe, NME, Neko, … It felt confusing to identify what was what. Understanding those various names meant I had to understand (even just a bit) how the technology was working under the hood, and I don’t think it’s a good idea to require that from a new potential user on his day one. Also, there’s in my opinion too many file types associated with the platform (hx, n, nmml, hxml, …) – but that is directly connected to the overall platform readability issue.
My advice on that is to define what is core to the Haxe platform, and embrace it under the Haxe name. This also means providing it with a professional level of support: merged releases, documentations and downloads.
2/ Documentation
As a developer, I expect the documentation of a professional development platform to be centralized, readable, and extensive. The Haxe platform lacks professional-grade documentation. The Wiki is very impractical as it lacks internal linking and navigability, and there is not enough maintenance on it (there is a lot of out-of-date articles), nor presentation convention (different pages looks different, and feel different, and that shouldn’t be the case even if that’s different authors who wrote it).
The main concern is the API documentation itself, of course. But professional-grade documentation should also include a getting-started guide and a syntax guide.
4/ Lack of enforced cross-platform consistency
What is cool with Haxe is that cross-platform aspect. That’s the main point of interest of the platform on my opinion. Yet, I feel like there’s still many platform-specific aspects to keep in mind when coding. That’s especially true regarding NME, of course, since it’s the area with the most platform-specific stuff going on under the hood, but that’s also true on certain aspects of the Haxe language itself (like the Int type being different on various targets).
I understand that one of the goal of Haxe is to get a close as possible to native performances. I just feel that being cross-platform should be the default behavior, and providing the best platform-specific performances should be an option (for the cases of both can’t be combined, of course).
3/ Discrepency between target platforms
I’ve worked a lot with AS3, and it was invaluable to my Haxe grasp, which is, I think, not a good thing. The Haxe platform should be accessible by anyone, coming from various coding area, or with no coding experience at all. Understanding NME right now, with the current state of the documentation, without knowing Flash at all, seems impossible. I’m fine with the choice to stick to the Flash API for NME, both because of the time it saved on endless API-related discussions, and because it’s then easier for AS dev to move to Haxe. But that Flash-NME correlation shouldn’t be an excuse not to document, explain and spread the NME platform as well and as thoroughly as possible.
Also, and that’s correlated to my 1st point, I think that Haxe (NME) is on too many platforms. That might be stupid said like that, but that’s because of the discrepancy. Some platforms works only partially, are work-in-progress, or are aborted projects. Webos, Blackberry, there’s even stuff related to the CAANOO in the main trunk!
Now don’t get me wrong. Targeting so many platforms is awesome. But I think that only a handful of platforms should be carefully selected and included in the Haxe platform distribution by default. Those platforms should be the one that are guaranteed to work, for the whole range of the API, and without any discrepancy, cross-platform behavior being the default.
Other platforms could be advertised as “labs”, or “advanced” stuff. And the process to move a platform from being “labs” to the main trunk should be taken with extreme care.
5/ It’s too complicated to contribute
I won’t get political here, but. Hell yes, I’ll be political: SVN sucks for this kind of project. The Haxe platform could get tons of support from a community like the one at Github (or Bitbucket, but it’s more true for Github), and the decentralized nature of Git (or Mercurial) makes contribution much, much easier than the current patching process.
I heard about people cloning the SVN repository to their own SVN repository on their own network to still use a source control system without commit right to the main repository. That’s brave. That’s certainly not something we can expect from anyone but the more passionate. And I’m quite sure Haxe could benefit from improvements of a wider audience.
6/ It lacks corporate support
There’s not many thing to do here but to improve everything else and wait for it to happen, but still. It’s much easier to sell an open-source project that has corporate support. That comes in two forms: a respectable business that uses the technology, and – and that’s much better – a respectable business that uses the technology and contributes to the project. (I’m not counting Motion-Twin here, not because I don’t think it’s a respectable business – it is – but because it’s the starting point of the project, and thus it doesn’t provide the “3rd-party acceptance” point of corporate support)
The biggest open-source projects always have a big corporate support at some point. That’s something Haxe could get, but it’s tricky, because I feel that one of Haxe main audience is game developers, and those kind of business are usually not very much into open-source (I’m doing what I can from my position to make that changes, but there’s not many of me).
Yet, I think that could be a goal, and that should be considered a milestone.
7/ It lacks a business model
Sure, open-source isn’t usually about making money, but when targeting a corporate audience (as I think we should), they often judge the stability of a technology by its ability to sustain itself. That reduces the risk factor involved in the technological choice. No one wants to commit itself to a technology that might lose support and maintenance if a few key-people loses interest. And as strong as the Haxe community is, the only think that will ensure businessmen that the interest won’t be lost is if the interest provides money to those key-people.
In that subject, I think the Haxe Foundation is a great idea, but it should have a commercial counterpart as well. The most common things to sell to my knowledge are support and priority. Support can be consulting, teaching or providing software developments, and priority is “I pay so my bug is fixed before the others, because that’s critical to my business”.
I think that should be considered very seriously, because otherwise, it might look – from a corporate point of view – like Haxe has lost its business model as Nicolas left Motion-Twin. I’m sure it’s not the case. Now something must be done to prove it to white collars.
That might look like a bunch of criticism without action. It is for now. I’m personally very seduced by my experience with Haxe in the last few weeks. It felt close to awesome. My initial mission was to decide if Haxe was tailored for our day-to-day business operation on our studio, to work on games. I’m doubting it is because of the points I’ve listed here. I’m not letting it go for now, though.
As for my personal interest, I might start contributing to the project more regularly on my free time. I’ll also defend the idea of adopting it for a least a test project, and to contribute the improvements we’ll do meanwhile back to the project.
Thank you for reading this long topic! Long life to Haxe. ;)