Yes, but there’s very little reason to use it in real production. C# and Haxe a very similar, you might as well use C# from the beginning and escape:
- Spending days trying to bridge the interfaces of Haxe-TargetEngine
- Not having to work properly with the Unity3d editor
- Having to re-write chunks of your work if the target engine ever changes and you need some of the new features
and so on. It’s a great little experiment and shows how powerful Haxe can be, but you really can’t expect a business to use that as a solution.
Yea, true, but why would I write about Perl, PHP or other of the 99.99% languages when talking about Haxe? The thing is - there’s no mature, publicly available 3d engine that would compete with Unity3d, Unreal Engine, Cry Engine etc. The fact that other languages might also not have it doesn’t make it easier for Haxe users who’d like to make a 3d game.
I basically found this to be true for my projects:
Pure 2d game - Haxe + OpenFL are the way to go.
Partially 3d or full 3d games (small to mid size) - Unity3d
Serious 3d games that rely on high-quality lighting - Unreal Engine.
I’m not saying everyone should follow my train of thought, but I’ve worked on small and large titles and I found this to be true for myself.
One thing that Haxe ALWAYS seems to have an advantage for is making tools, editors and content management apps for my games - works on any platform, really fast to create.