[HN Gopher] Heaps: A free, open-source and cross-platform game e...
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       Heaps: A free, open-source and cross-platform game engine
        
       Author : technophiliac
       Score  : 187 points
       Date   : 2022-04-09 19:00 UTC (3 hours ago)
        
 (HTM) web link (heaps.io)
 (TXT) w3m dump (heaps.io)
        
       | farmin wrote:
       | Can someone explain or link to a resource on how you would get
       | this into a android apk? I see it is mostly demonstrated as
       | HTML5.
        
       | baddash wrote:
       | is there some news/development recently regarding Heaps? or is
       | this just a general awareness post?
        
       | cpeterso wrote:
       | What are some advantages of Heaps over Godot or Unity? Neither
       | Godot nor Unity are mentioned on Heaps' website, though there are
       | some mentions in Heaps' community forums.
        
         | redundantly wrote:
         | I don't have anything to add, just that I'd really like to know
         | how it stacks up against Godot.
         | 
         | I plan on learning Godot soon, curious if I should choose
         | something else instead.
        
           | irskep wrote:
           | I've half-learned both. My impression is that Godot is more
           | like a framework (but more so) with prescribed ways of doing
           | things, with lots of custom languages and formats, and Heaps
           | is more like a library you use in a codebase that belongs to
           | you a bit more.
           | 
           | From an ability-to-ship-games perspective, starting out, I'd
           | go with Godot. Putting together a game's architecture from
           | scratch with a library like Heaps sounds like a fun project,
           | but to just get a game out the door without fussing around,
           | Godot makes things easier without major downsides. Godot has
           | so many custom things because those things _work_.
           | 
           | That said, I'm just a dabbler, so I'm sure other people will
           | chime in as well. I'm also sure that if you invest time in
           | learning Godot or Heaps, it will pay off well, because they
           | are both mature projects that people have used to ship
           | commercial games.
        
       | hyuuu wrote:
       | I really wish Haxe would just take off in the application
       | development world, it had so much potential to be what Typescript
       | has become with the benefit of transpiling to different
       | languages. We theoretically could have had 1 single programming
       | language for a full application with JS front end, Django server,
       | C++ workers, the best of all worlds.
        
       | [deleted]
        
       | xyst wrote:
       | what happened to just using Vulcan
        
         | Narishma wrote:
         | If you mean Vulkan, there are a lot of platforms where it's not
         | available.
        
       | nazgulsenpai wrote:
       | The idea of world generation being this easy in a game engine is
       | cool. I can't wait to play around with it! Thanks for sharing
       | this.
       | 
       | https://heaps.io/samples/world.html
       | 
       | Edit: spelling
        
       | klodolph wrote:
       | You can remember that there was a vibrant community of Flash game
       | developers before the demise of Flash (EOL December 2020, the
       | date of its "demise" is debatable). There's not really a
       | replacement for Flash and the community kind of fragmented.
       | 
       | That said, my impression is that a big chunk of talent from the
       | Flash community went to work on HaXe. These are people who make
       | games and want tools to make game development easier--as opposed
       | to people who get excited about engines, architectural patterns,
       | and programming languages. Just as a general impression, based on
       | people I've recognized working with HaXe.
        
         | koonsolo wrote:
         | I ported my https://rpgplayground.com from AS3 to Haxe. It was
         | the most sane technology to replace Flash, because it came with
         | some platform independent benefits (as opposed to coding
         | straight in JavaScript)
         | 
         | Not using Heaps but https://github.com/Kode/Kha.
         | 
         | And I think you are indeed correct in your assumption, since I
         | know plenty of others who made that switch.
        
       | nullfish wrote:
       | I've written a couple side project games in Heaps and I'm a big
       | fan.
       | 
       | If you're familiar with Pixi.js, Heaps and it's language, Haxe,
       | will feel very similar. Haxe is a pretty cool language, it's
       | similar to TypeScript but compiles to native binaries for almost
       | all major game consoles.
       | 
       | Heaps was apparently the framework behind Dead Cells if that says
       | anything about the level of polish you can accomplish with this
       | set of tools.
        
         | noduerme wrote:
         | Pixi.js has been a lifesaver for generating interactive
         | art/data pieces since the death of AS3, which used to be my
         | main bag. I remember messing around with HaXe ten years ago or
         | so, the main problem being most of the fl. graphics APIs were
         | not ported at that time and the idea of rewriting my own GUIs
         | and game engines built on those didn't make much sense. I'm not
         | sure it does now, either. If this had a 1:1 naming system, e.g.
         | Sprite and Graphics and Stage, I'd be all in. But so much of my
         | 2D game code was based on extending Starling atlases, etc. and
         | now that's all dead. I'd be afraid to invest the time needed to
         | port it to a relatively exotic and not so well known
         | framework... which still requires a well maintained VM to run.
        
         | afrodc_ wrote:
         | I had no idea Dead Cells was made in this. That game is
         | incredibly sharp. Need to play around with this as it seems
         | relatively simple.
        
           | stryan wrote:
           | Haxe (the language Heaps uses) was initially written by
           | Nicolas Cannasse, who worked at Motion Twin for a while; not
           | sure if he was part of the team that did Dead Cells. So it's
           | not a big surprise.
           | 
           | Still, that's a big +1 for Heaps/Haxe then Dead Cells runs
           | fantastically.
           | 
           | EDIT: Ah, looking into it more Nicolas also founded Shiro
           | Games who made Evoland, Northgard, etc. So it might just be
           | following him around (not to disparage it, still looks
           | great).
        
           | imachine1980_ wrote:
           | is really cool, is 3d under the hood, then they make a 2d
           | pixel render over.
           | 
           | article of gamasutra about the gaming pipeline of dead cells
           | https://www.gamedeveloper.com/production/art-design-deep-
           | div...
        
         | mftb wrote:
         | At first glance it looks pretty nice. I wonder why it hasn't
         | gotten more attention? Or did I just miss it?
        
           | ergo14 wrote:
           | I really love what Nicolas is doing. But it kinda feels like
           | whole Haxe ecosystem driving force is this one guy.
        
           | setr wrote:
           | Looking through the documentation, it's a bit lackluster. So
           | I always got the feeling that the primary users of the engine
           | were the engine developers themselves
        
           | Hemospectrum wrote:
           | The whole Haxe ecosystem flies under most people's radar,
           | partly because it evolved from what was once the Flash
           | ecosystem. It never really qualified for the kind of "NEW
           | SHINY THING" announcement that creates hype elsewhere. A lot
           | of people who have written loads of games are peripherally
           | aware of it but have never actually gotten hands-on with it.
        
         | msk-lywenn wrote:
         | And all Shiro games: Northgard, Darksburg, upcoming Wartales
         | and Dune games. Not sure about Evoland but I wouldn't be
         | surprised.
        
           | keb_ wrote:
           | Yep, Evoland too! Shiro Games was founded by the creator of
           | Haxe (Nicolas Cannasse). Smart guy.
        
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       (page generated 2022-04-09 23:00 UTC)