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I agree variaty is a good thing. But the problem is Haxe has relatively small community (compared to e.g. actionscript, Unity etc), so spraying community (not so big) force among different libraries solving the same goal is somewhat a waste.
What does the build system run in?
and how would it work with other external elements (e.g. calling command line for webpack to modularize and pack js/css etc).
does it support HSM, enter and exit actions, cross actions?
and is the event system bubbling/capture?
I want to also stress that this is a public face of haxe as well,and when people are interested in what the community has to offer what do you think they want to see :
- life, movement, exciting projects, lots of people making lots of things
OR- bunches of programmers yelling "get off my lawn!"
I love haxe, and I love you guys - let's push haxe forward together yea?
I have used a number of libraries for making games in haxe. The last few game jams I have used HaxeFlixel, which has been great for quickly getting an idea up and playable, but I am at a stage now where I want to take things to the next level.
The shader driven pipeline sounds very appealing. I come from a flash background, and have been wanting to get into shaders etc for a while. These libraries seems like they are at a low enough level that I would have the control I might need without running into walls.
I am planning to give Snowkit a good go over the next month's and hopefully do my next game jam with it.
Very interested to see what is next. All the talk in this thread seems to be quite negative. I don't see any reason why a toolkit like this can't be one of the main draw cards for Haxe. It just needs time to flourish.
Keep up the amazing quality of work.
Adam
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does Luxe Sprite require a texture always