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Porting our BI Analytics Platform from Flex to Haxe/HTML5

Haxe.org blog - 27 September, 2017 - 03:30
Marc Mauri CTO of Kaizen for Pharma and Javier Morilla lead Developer at Kaizen for Pharma, reflect on their decision to use Haxe and how they transitioned from a Flash plugin to Html5/WebGL in 4 months

Haxe Summit 2017 Party Report

Haxe.org blog - 18 September, 2017 - 03:30
We met up, had some beers and made decisions about Haxe

10 Year Anniversary!

Game Haxe - 11 September, 2017 - 12:47
Wow, 10 years. We have seen a lot in the last decade. Rise of mobile, fall of flash and the rise of html5. And Hxcpp and Nme still manage to survive and adapt. Nme just had a new release, 6.0.58. And it has seen some big changes. This release completes the move away from shipping static libraries, and instead ships Acadnme hosts for the desktop platforms. This allow you to test quickly with the cppia target without needing a c++ compile. This target now includes just-in-time compiling and runs at a decent speed. The windows target now uses the "angle" library by default for improved performance though a DirectX emulated OpenglES layer. The latest release contains the reemergence of the javascript browser target. The approach here is quite different from the original 'jeash' - it uses almost exactly the same code base as the c++ target by compiling the core Nme library to a asm.js library, and then calling these compiled Nme functions from normal javascript. This javascript is then bundled with the assets into a single ".nme" file for uploading - you can also add cppia byte code to allow the same .nme file to be run anywhere - desktop, mobile, browser. The .nme file is kept very small by splitting most of the nme classes and asm.js into separate files, which can be shared and cached between apps. I have revived the original 1000 Ogre demo. The original was in flash, but is now in html5. The preloader is a bit dodgy, but I will work on that. You can also check out the ubiquitous BunnyMark demo running under the new system. You can try your own apps with the latest nme and the: nme jsprime command. The cppia and jsprime targets are still quite new, but they both are looking super promising. Let me know over at gitter.im how you go!

Create a node module with Haxe

Revolugame - 4 March, 2017 - 13:00
In this post, I’m not going to talk about npm (except for the initialisation part), but about how to code your module with Haxe.

Haxe React - tic tac toe example

Revolugame - 6 February, 2017 - 23:30
I’ve ported the tic-tac-toe example from the react-js documentation to haxe. You can find it here.

Haxe React - tic tac toe example

Revolugame - 6 February, 2017 - 23:30
I’ve ported the tic-tac-toe example from the react-js documentation to haxe. You can find it here.

Rethink basics

labe.me - 22 August, 2016 - 19:30

Every single thing or thought can be challenged (even this one).

For instance, we are currently building a great app for juga: the guest book.

How can we challenge the good old guestbook? The book which is there mostly to be ignored... or to divert you while you're queuing for the WC.

Well we built it using juga's platform and the context changes a lot:

  1. No more paper and pen, you can interact with the guestbook at the same time as another person,
  2. With your mobile you can send messages and selfies/photos,
  3. Connectable to a TV you get your local social feed on the big screen,
  4. Numeric, you can print or save your book or reuse the photos in a different context,
  5. Real-time, people interact with the book and it become a social game,
  6. Optionally Moderated :)

I was stunned to create such a useful and provocative app in only a few days, I believe Juga's guestbook is a fantastic tool for weddings, parties, hot places, businesses, etc.

You can already try it on Juga.tv, a dedicated and over-simplified service for weddings is on its way :)

About future

labe.me - 6 July, 2016 - 00:30

Juno reached Jupiter today, maybe I can write something personal then :)

It was a few days ago, they were waiting for their dad to stop working and come play with them.

After five seconds of disruptive silence Léonce asked: "Dad, what will exist after humans?"

"Hmm," they were behind me but I bet they sensed the smile of pleasure on my face, "probably robots," I answered while pushing my work of the day to gitlab.

"Maybe OUR robot then!" Exclaimed Joseph full of hope and pride.

I looked at the little Arduino bot standing on my desk. A white protoboard, cheap colored cables, a cheap three wheels chassis, four AA batteries, a clock, a distance sensor, and the dust accumulating. The thing shouldn't survive two years.

"We'll have to improve it a little then," I said cheerfully after closing the laptop.

I believe in the theory that humans are the bees of Earth's life. In other words: Our specie is programmed to spread Earth's life in the universe.

I admit it's been a little bit chaotic during a few millenniums, but, hey, that's how life goes on, slowly, with errors, and never giving up!

Compatible with science and god, your ancestors will pat your back when you'll join them!

Unity Physics Debug Draw 2D

Allan Bishop's Developer Blog - 28 April, 2015 - 15:31

Developing games or anything interactive is amazing in Unity. Apart from that it is free (including pro features), the main reason I enjoy developing with it is the time saved by leveraging the editor. In addition, those interested in 2D physics games will also appreciate that Unity incorporates Box2D for it’s 2D physics engine. By using the editor you can very quickly create RigidBodies and Colliders in a matter of seconds.

However, one thing seemed missing and that was a good debug view similar to the debug view when using Box2D in Flash. To my knowledge, it seems only if you have the GameObject with attached collider selected in the editor will it render a wireframe view, and, it doesn’t seem to show up when running in game view. So to help with prototyping with Unity’s 2D physics I have created a component that will automatically render all colliders and joints in both the editor and game view. All you have to do is attach the script to the camera. You can download the script (and example scene) from my github.

The post Unity Physics Debug Draw 2D appeared first on Allan Bishop.

angularjs image cropper

Allan Bishop's Developer Blog - 15 April, 2015 - 14:03

Having developed a javascript image cropper tool I thought I would get it working with AngularJS! As far as I am aware this is the only free image cropper directive at time of writing that supports a rectangular crop area with photoshop-esque controls. It also features the ability to enforce an aspect ratio as well as zooming. This means that on the client side a user can upload an image to your server that is not distorted and is already the correct dimensions.

An online demo can be found here and the source repository can be found on my GitHub.

The post angularjs image cropper appeared first on Allan Bishop.

HTML5 Image Cropper

Allan Bishop's Developer Blog - 8 April, 2015 - 16:30

For a project I am working on I needed a browser based (HTML5) image cropper tool so thought I would make one which I am releasing for free! The image cropper has a variety of features including:

  • Rectangular crop area
  • Aspect ratio enforcement (optional)
  • Zooming (optional)
  • Multi-touch on touch supported devices

A working demo can be found here. The source code can be found on my Github repository. Additionally in the repository you can find the TypeScript files as well as the JavaScript files. An AngularJS version is coming soon.

 

The post HTML5 Image Cropper appeared first on Allan Bishop.

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