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Landed lazy async futures in Rayzor. I think Rayzor is now feature complete, and correctness is about 98%. The remaining 2% are unknowns that I might discover in production. TLDR; I built a full Haxe runtime that is not a source to source target, but a full system target that competes against HXCPP. Next up is developer experience and tooling.
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Any Haxe functions (instance method, anonymous function, etc) can now be passed as Callable to Godot as callbacks. #Haxe #hxcpp #cppia #Godot
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14 Apr 2025
Virus scanners are not everything, they can be wrong and if i catch any of you trashing random malware-free fnf mods cuz a machine told you it contained something that looks like malicious code (the hxcpp compiler is very sporadic with the way it makes cpp code) I will raise hell
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Replying to @IAmEggu
It's Tracey, a new PR to HXCPP makes it compatible with Haxe github.com/wolfpld/tracy

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6 Sep 2024
While working on my little #haxe toy-engine I was introduced to github.com/wolfpld/tracy and I decided to patch support for it into hxcpp with @aidanleegames 's help. Turns out it works amazingly well and allows for some nice profiling of hxcpp apps :D
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I am going insane. I have had such a hard time uploading vs gorefield v2 build First the icon didnt work because of dumb hxcpp cache Second my google drive was full and my internet is slow And now is like the last time, its been 3 hours since the mod was supposed to be finished
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18 Jan 2024
Replying to @FunkinGalaxy
theres 440 replies but ill show off. i type stuff, mainly in haxe, lua, or gdscript. ive made multiple charters (currently making one for my friends engine) but my big project is Blueprint, a framework made using hxcpp bindings for GLFW! (the gameplay image is in said framework)
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20 Oct 2023
i love hxcpp bindings. #haxe #hxcpp #framework #development
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11 Apr 2023
New #Haxelib release: "hxdiscord_rpc 1.0.3" by @MAJigsaw77! ift.tt/jIcngiQ Changed io thread define from `HXDISCORD_RPC_DISABLE_IO_THREAD` to `DISCORD_DISABLE_IO_THREAD`. Haxe/hxcpp @:native bindings for Discord RPC. .

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17 Jul 2022
Yay! As always, big things start small. Got a #haxe-hxcpp-built dll loading & booting and the first steps of the #Godot-extension integration in place.
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16 Jul 2022
omg, i foolishly thought godot-cpp to be boilerplate for further bindings, not a complete binding in of itself! i should be able to strip it apart and integrate the base with hxcpp!
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16 Jul 2022
Godot Haxe(hxcpp/cppia): I recently looked at this and Script, ScriptLanguage and ScriptLanguageExtension and their API. I dont think there is a working example for GDExtension Lang anywhere, on top no documentation. It's a bit too early to call it "easy" I think
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Replying to @A0ken_
maybe try not using high/mediump? those dont really work well on some hxcpp platforms according to my knowledge- Sorry if im wrong tho!
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@aoke2480 yo, so this error popped up when I tried playing the null mod, its a shader error, and since `highp` doesnt support all hxcpp platforms, I have a suspicion its because of the `highp` values, but eh im just a mediocre coder. here's a screenshot of the error tho
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Notably, since you told the IDE to build in Debug mode with the dropdown at the bottom of the window, it will configure the `hxcpp-debug-server` we set up at the beginning. This utility allows VSCode to communicate with the running game.
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1. If you haven't already, download Visual Studio Code and open the FNF project folder. In the Project.xml file, remove `<!--` and `-->` from the line adding the `hxcpp-debug-server` haxelib. It'll look like this:
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hey @Saruky__ this may or may not help but Regarding this shader issue, try consulting the coder and tell them to try removing `highp` and make it a normal float instead in the fragment source. `highp` floats arent supported for hl/hxcpp builds so maybe thats why it crashes!
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18 Jan 2022
If anyone has the need for a native Mp3 decoder for #haxe running on native c / hxcpp targets, im working on a little setup here : github.com/LogicInteractive/…

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12 Jan 2022
The terminal process "C:\WINDOWS\System32\WindowsPowerShell\v1.0\powershell.exe -Command lime test windows -debug --haxelib=hxcpp-debug-server --connect 6000" terminated with exit code: 1.
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For one, apparently OpenFL picked up hashlink support in the meantime, so HaxeFlixel gets it too, and that's just a breath of fresh air. I love my some hxcpp, don't get me wrong, but dang, those build times. 👨‍🍳💋 2/X
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