#hxgodot

#hxgodot now supports documentation generation based on official #GodotEngine docs with adjusted #haxe typing & internals! It's also exposed to the LSP for all you auto-completion lovers out there. Will release this in the coming days. - hxgodot.github.io

#hxgodot finally deals properly with GC & RefCounted. So no more leaks and random crashes if done right. This brings us very close to a 1.0 release :) - hxgodot.github.io #godotengine #haxe

Made github.com/tiagolr/dconsole work in #hxgodot. #godotengine 's UI library is a nice surprise! Ups, also realized we have basic scripting via hscript in dconsole available.... 😍

Yay! I think I found the last leak concerning #godotengine 's refcounted objects!
In this complex test I'm converting a rendered subview to an image and calculating the luminance every frame, which results in a lot of ref-counted objects being generated on godot's side and haxe's GC taking care of them. Best saw-tooth pattern we ever had ❤️
#HxGodot is finally on the track of having an official christmas release.

Ok, now that we have everything registered inside #GodotEngine it's time to worry about compiling, running and reloading #haxe as CPPIA scripts. It also feels crazy bc Im essentially dogfooding, writing the language extension for #haxe in #haxe via #HxGodot... xD <3

Playing with a lot more previously untested stuff in #HxGodot GDExtension for #GodotEngine 4: Registering a new ScriptLanguage & ResourceLoaders/Savers works without a flaw. man, later #haxe CPPIA could evolve into a C#-level-like integration with LSP, access to CPP and all!<3

@rett Yes, but it's not part of #hxgodot. In the #haxe world there are quite a few to choose from(lib.haxe.org/t/ecs). In my case it's a simple implementation that allows me to drastically cut down on godot's node count.

While testing I'm porting more and more bits of my old #Godot 3 space-game project over to #hxgodot & #GodotEngine 4. It's amazing how things just work. Even my #haxe-based ECS sprang to life with very little effort. You wouldn't believe how happy this makes me feel... <3

I'm pretty busy and thus a little quiet on socials atm but the community is hard at work. #HxGodot received some major updates and now we see the first crazy #haxe things in #GodotEngine: How about @IanHarrigan1982's great #haxeui running inside #godot? Kodus to @LeotomasMC! 🤩

sharpcdfsharpcdf
2023-01-19

Nim web app wrapped in zserge's WebView and using a theme so I don't need to mess with css. Keeps most logic in Nim with minimal C which I can handle.

In other news, is looking good, same with

Happy to announce we got the first alpha release + some basic documentation for #hxgodot ready! Now let our #haxe adventures in #godotengine finally begin. 🧡
hxgodot.github.io

Here is what's happen when you have access to the #haxe ecosystem inside #GodotEngine: Pull lib.haxe.org/p/grig.midi and use your midi-controller as input-source in your #hxgodot game. (writing midi is also included and makes my keys light up) :)

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