I’ve also created an editor plugin which makes using Haxe with Godot simpler without the need to create files manually or manipulate C# files.
If you want to get started download Godot 3.3 Mono version, install the externs with haxelib install godot, then follow the plugin’s setup instructions, and you can now make a Godot game with Haxe
A Haxe Godot project uses a normal hxml file, so you can easily use Haxe libraries by adding a
--library libname
The externs give you:
A familiar Haxe naming convention with camelCase for methods and variable, instead of C#'s PascalCase.
The externs are generated so you can expect timely updates to match new Godot releases.
If you want to see a demo there is an Haxe version of the squash the creeps 3d tutorial.
The externs, and especially the editor plugin, are still new, so if you find a bug please open an issue on github.
If you want to request a feature of discuss the project there is this topic and github discussions.
The externs have been updated for Godot 3.4 (api documentation) and are available on haxelib.
(EDIT: there was a small issue and I released a patched version 3.4.1 on haxelib)
The release also include improved type safety for signals and actions, better interoperability for arrays, the editor classes and @:tool metadata. With scripts no longer requiring to be attached to a node to be compiled.
The @:onready metadata allows you, similarly to gdscript’s onready, to delay a variable initialization until the node is ready.
@:onready var myNode = getNode("Path/To/Node).as(Spatial);