gameBase
hscript
gameBase | hscript | |
---|---|---|
1 | 1 | |
568 | 248 | |
- | 0.0% | |
8.9 | 5.4 | |
11 days ago | 4 months ago | |
Haxe | Haxe | |
MIT License | MIT License |
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gameBase
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Is passing a game object to be an instance variable of a game component a good practice?
Use a static variable. This project uses a Game object that's accessible via a static variable. Any object that needs game just looks for Game.ME. People tend to frown on static variables, but for a simple game, there's typically only one Game instance at a time. (FWIW, this project is from one of the guys who created Dead Cells.)
hscript
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WIP: GDExtension for Haxe
At the moment it's a gdextension. Meaning your code gets compiled into a dll godot can load. That requires a restart with every code-change & compile. What's already possible is using everything that the haxe ecosystem supplies, e.g. you can use https://github.com/HaxeFoundation/hscript to add some dynamic logic to your nodes that completely bypasses godot's internal scripting.
What are some alternatives?
FNF-PsychEngine-Extra - Psych Engine fork adding AWESOME and EPIC stuff
ldtk - Modern, lightweight and efficient 2D level editor
FNF-FunkinGoldyEngine-lua - epic fnf engine or something idk
awesome-haxe-gamedev - Resources for game development on haxe
Funkin - A rhythm game made with HaxeFlixel
stencyl-engine - Create Flash, HTML5, iOS, Android, and desktop games with no code with Stencyl. This is the source to Stencyl's Haxe-based engine.
andromeda-engine-legacy - workin' on an FNF engine as an alternative to other engines
haxe - Haxe - The Cross-Platform Toolkit
ProjectFNF - ProjectFNF is a mostly quality-of-life engine for Friday Night Funkin. It is easy to understand and is super flexible.
haxeui-core - The core library of the HaxeUI framework