#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 :) - https://hxgodot.github.io #godotengine #haxe
HxGodot - A Haxe GDExtension for Godot 4

Made https://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.... 😍
GitHub - tiagolr/dconsole: Haxe game-like console that provides runtime acess to methods, variables and more.

Haxe game-like console that provides runtime acess to methods, variables and more. - GitHub - tiagolr/dconsole: Haxe game-like console that provides runtime acess to methods, variables and more.

GitHub
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(https://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.
Tag: ecs

A list of all projects on Haxelib with the tag "ecs"

Haxe - The Cross-platform Toolkit
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! 🤩

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, #HxGodot is looking good, same with #ceramicengine