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Heaps – Haxe game engine by the language’s creator

58 pointsby TheAsprngHackerover 6 years ago

5 comments

jameskiltonover 6 years ago
Awesome! I would like to point out that two of the example gifs are from the game Dead Cells[1] which is a <i>fantastic</i> action rogue-like with super tight combat and controls.<p>So if anyone&#x27;s wondering if this engine can handle &quot;AAA&quot; game requirements, it already is!<p>[1] <a href="https:&#x2F;&#x2F;dead-cells.com&#x2F;" rel="nofollow">https:&#x2F;&#x2F;dead-cells.com&#x2F;</a>
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rafaelvascoover 6 years ago
Heaps is more of a game framework than engine. Though it is very high level. It gives you flexibility. The problem is that it lacks in documentation, real world examples etc.
_blrjover 6 years ago
I&#x27;m tired of &quot;game engines&quot; that aren&#x27;t. There&#x27;s more to game development than exposing a load-update-draw loop and providing bindings to libraries. The most frequent example of this is a game framework when accurately marketed.<p>But I&#x27;ve come to call tech like this a &quot;game software suite&quot; when sufficiently advanced. Further, software like Unity and Unreal Engine are also just game software suites. They aren&#x27;t true engines, because you <i>still</i> have to write everything yourself.<p>Imagine someone provided you the metal and engineering concepts to build an engine, but never supplied the engine itself. That&#x27;s consistently, time and time again, what the games industry on the hobbyist side has provided.<p>Well, thanks for providing bindings I guess. Any sufficiently advanced language with an FFI can automatically do most of that work for me.<p>But it isn&#x27;t a game engine in the same respect as any of the Quake, Source, IW engine, or derivative engines.<p>Where&#x27;s my console? Where&#x27;s my UI layer? Where&#x27;s my map loading and format? Where&#x27;s my multiplayer? No server browser protocol or architecture? No matchmaking? Where&#x27;s my key and controller binding system? Oh, there isn&#x27;t one?<p>It&#x27;s not an engine. It&#x27;s a collection of library interfaces.<p>Library =&gt; Framework =&gt; Engine. What&#x27;s missed almost every single time is that to build an engine, you actually need a framework to dictate how a game loop performs behaviors, schedules, tasks, entity dispatch, sound emitters, and how all of these things should be networked and how they should work over split-screen or on difference devices.<p>If you see something exposing load-update-draw, it&#x27;s at best a framework. Like the XNA of yesteryear or the LÖVE of today, that&#x27;s what it is.<p>But a true game engine doesn&#x27;t have you building your own console variable and replication system. It should come out of the box. That&#x27;s the point.<p>That&#x27;s the entire point. And if you&#x27;re not working on nearly exclusively game logic, you&#x27;re probably not working on a game engine. Or you&#x27;re sure as hell doing both engine and game development with a half-baked game software suite.
frabbitover 6 years ago
What counts as a capable&#x2F;modern GPU for this?
jarsinover 6 years ago
No Physics system?