I read this, and I also see that using FlashDevelop you can make an Adobe Air project with Haxe and compile to exe.

I begun to wonder from a game making perspective:

Are there any additional advantages in performance when using Haxe instead of AS3 for games development (for the web)?


At our studio we are working with Haxe and NME, and the advantages are great. Performance and cross-platform are the more important points (at least for us).


  • Even with only a few people in the forums, you can receive a lot of help. It's a very active community. Check at haxenme.org, haxe.org, and haxe group in Google groups.
  • Numerous people helped port the many APIs. They can also help you to do your own.
  • If you make a simple game, without many "social" features, then cross-platform is like doing ctrl-enter in Flash. You can target the following platforms with Haxe and NME: iOS, Android, BB PLaybook, WebOS, HTML5 (with some limitations), Windows, Mac, Linux and Flash.
  • The very best of the best: In FlashDevelop for Windows, you can do Haxe projects targeting C++, Java, and NME (a framework that brings flash methods to Haxe). Also, you can use MonoDevelop 3 with a Haxe add-in. It's not as good as FlashDevelop, but it does the work. Another option can be FDT, though it's not free.
  • If you have experience with ActionScript, then Haxe won't be a problem for you. Of course, there are some language differences, like how they handle for loops and iterators.
  • Haxe is great if you want to be able to transition from one platform to another, like from web games to mobile games.
  • The performance is really, really great. However, we didn't test it against stage3D. You will need to work with different methods according to the final target, but it is not a big deal.


  • There is not much documentation, and existing documentation is not very detailed. There are only a few books on Haxe, many of which are outdated.
  • If you are a flash game developer looking for sponsors, then you'll face some troubles when you need to add their APIs. The same applies for mobile development (iOS GameCenter, iAds, Google, etc)
  • There are times that you'll need to know how to code in native Obj-C, Java, or C++. BB Playbook also requires a device (I don't know if this has changed).
  • There are not many cross platform IDEs
  • We've only worked with single-player games, so I can't recommend Haxe for multi-player. I guess it won't be a problem, but I don't have the experience to confirm that.

I hope you find this answer useful, and don't hesitate in trying Haxe. It is not hard to port code from Actionscript 3.0 to Haxe and NME.

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    \$\begingroup\$ And fast memory access : philippe.elsass.me/2010/05/… \$\endgroup\$ – Sidar Sep 27 '12 at 5:36
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    \$\begingroup\$ This is exactly the answer I needed. \$\endgroup\$ – wolfdawn Sep 27 '12 at 7:39
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    \$\begingroup\$ On six you mention (with some limitations) please give examples? \$\endgroup\$ – wolfdawn Sep 28 '12 at 0:05
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    \$\begingroup\$ Sorry if I created a confusion, I don't have experience with HTML5, those limitations are with HTML5 targeted from NME (haxenme.org). I gave it a shallow look when I was working with haXe+NME. The limitations are principally because the target is builded on another project called Jeash, a similar library but with not all the features that came with NME. So, you can read about some limitations here: haxenme.org/documentation/features I hope someone can give you a better answer to your question. In my case, I was using bitmapFill in my tests, and it's not supported by html5 target \$\endgroup\$ – Jose M Pan Sep 28 '12 at 5:10

I don't think so until now our developers still now facing with VERY LOW performance of HAXE compare to (native on android , iOS, flash) .

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    \$\begingroup\$ Could you give a benchmark example that can be reproduced? I heard this before from some people but I also have seen examples that contradict it so if you could quantify it with a script and the results it would be informative. \$\endgroup\$ – wolfdawn Aug 6 '14 at 11:39

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