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Re:Using Haxe with Unity3D by Hemospectrum on Thursday October 10, 2013 @09:50AM (#6527626)
Haxe is kind of a spiritual successor to ActionScript, as envisioned by OCaml developers (the compiler is written in OCaml). It was originally aimed at Flash, but these days it compiles to everything under the sun, and there are libraries like OpenFL (sic) and HaxePunk to take advantage of this for cross-platform game development. That includes native code generation, via C++, for desktop and iOS targets. It's a neat piece of tech.
Re:Using Haxe with Unity3D by jdk on Thursday October 10, 2013 @10:06AM (#6527737)
The previous post on the blog actually talked about WHY we picked Haxe to do client/server development so we didn't have to write a ton of duplicate code. As a bonus, it's just a great language with a good community and active developers.
Re:Using Haxe with Unity3D by Romoku on Thursday October 10, 2013 @11:00AM (#6528081)
I'm going to fiddle with that benchmark[1] later this weekend. I have an inkling that some of the languages could have better performance. There is also a difference between a web based game and a traditional application server game.

[1]: http://blog.juiceboxmobile.com/2012/11/20/benchmarking-web-f...

Re:Using Haxe with Unity3D by teamonkey on Thursday October 10, 2013 @11:24AM (#6528209)
That 20% speed boost on iOS through inlining seems more than reason enough. Can you go in to more detail? Why isn't the C# compiler smart enough to do this?
Re:Using Haxe with Unity3D by jdk on Thursday October 10, 2013 @11:50AM (#6528356)
C# chose to leave this up to the JIT/VM to implement, rather than compiler. Both Microsoft and Mono's .NET runtime will choose to inline functions based on some heuristics. (see http://stackoverflow.com/questions/473782/inline-functions-i...).

However, the (old, forked) version of Mono used by Unity does not appear to inline functions - at least not when using the ahead-of-time compilation required to run on iOS.