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No, this one only needs lime.ndll (and some small node modules) to work, not node-webkit.
That sounds like an amazing approach - live reload on device during dev in the future maybe?
I'm still a little confused even with Joshua's explanation, will there at a later date be more in-depth blog post that can make the differences/usage more clear? It sounds like node-webkit(native app window on desktop running on JS code?) Or is it not using a webview like node-webkit?
Would such a target only benefit from Haxe source or would you be able to mix in JS libs with externs? Would you still be able to make use of a webview and the JS libs/frameworks that work with the DOM? Or would the performance not be so good that you'd be better suited to node-webkit or JS/HTML5 targets?
Another bit is it's being described for development(build tools/live coding/etc) but also for production/deployment, I'm assuming that's two instances, where the packaged/deployed version doesn't have all that dev related workflow tools? Node-webkit has two forms of deployment right? One where the user needs node-webkit installed and another that is like AIRs captive builds where the runtime is packaged with the app/game itself(increasing filesize), would a node.js target be deployed in a similar fashion? Would the later captive build type be viable for cross-platform deployments? With AIR I don't think you can create captive builds for OSX/iOS on windows, and well linux support was dropped some time ago.
Also curious how debugging might work..