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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.