Haxe today and tomorrow
Of course you might already know what Haxe is. But it’s actually many different things. A language, a compiler, a set of tools. How do we define Haxe today and how will it evolve in the future? Nicolas will be there to answer these questions and present Haxe Foundation goals.
The Tech behind Evoland 2
Evoland 2 is an upcoming game by Shiro Games, involving both 2D and 3D graphics, and entirely written in Haxe. Nicolas will introduce the different technologies that were used to develop the game, and which are all available as open source, as well as the workflow the team of 9 people used to build the game.
Nicolas Cannasse - Director of Haxe Foundation
Nicolas is the original creator of the Haxe language and is now directing Haxe Foundation. He is also an independant game developer at Shiro Games
David Mouton - CTO at Happy Technologies
Originally design director and professor, David gradually switched into software engineering and became Happy Technologies CTO. Thanks to a 15 years experience in web app conception, he gives his support to application architecture problems and development choices. He also manages the development team, promoting agile practices, industrialization and continuous improvement. Convinced by knowledge sharing and open source development, he commits himself with various community activities. He is co-founder of the TTFX digital community and "Code of War" creator.
Jive: the renovation of Aswing
This talk is mainly about Jive. It’s a cross-platform UI based on AsWing, and explain to you where it comes from and go to. The second part is about Nickolay's opinions about UI librairies : why it’s important for a community and what features it should have. Finally, he'll do a small comparaison of HaxeUI, StablexUI and Jive.
Nickolay Grebenshikov - Head of Lanit Tercom, a software development centre in Abakan
Nickolay lives in Abakan in Russia. He started working as a programmer in 2000, making web sites using PHP. All his professional career is related to the Internet, especially to the Web. The Haxe apperead in his life in 2008, when he was part of comapping.com team working for the russian outsource company Lanit Tercom. After that he moved to the Microsoft stack and developed the web systems using silverlight and .NET MVC. Now his main responsibility is keeping the Abakan office working and make people happy inside. He also works on several open source projects - https://github.com/ngrebenshikov. Especially Jive, (a cross-platform UI based on AsWing) and openfl-snapsvg (an OpenFL HTML5 backend based on Adobe's Snap.SVG library)
Continuous Integration for Haxe Projects
If there is anything more horrible than having bugs, it would be introducing more bugs without noticing. In this talk, I will present how to set up continuous integration (CI) services, like TravisCI and AppVeyor, to automatically test our Haxe code for every commit. I will also discuss some interesting use of CI that could be useful no matter we are building games, mobile apps, websites, or writing novels.
Andy Li - PhD candidate in the School of Creative Media, City University of Hong Kong
Andy is the guy who introduced and has been maintaining CI for the Haxe Github repository for about 2 years. He is a PhD candidate in the School of Creative Media, City University of Hong Kong. His primary research interests fall in the fields of human-computer interaction and augmented reality.
Kha is an extremely portable Haxe based low level framework for games and media applications. The talk gives an overview of the history and inner workings of Kha and discusses it many benefits and few problems.
Robert Konrad aka @robdangerous - CTO of KTX Software Development
Robert does development work for serious games and gaming related research projects. He’s also regurlarly teaching at different universities. He discovered Haxe during new years eve when everybody else was partying and it was love at first project.
Lime/OpenFL for home game consoles
Traditionally, developers wanting to port a PC game to consoles would hire a dedicated team to re-write the game for that platform, usually costing tens of thousands of dollars, minimum. Why can't it be as easy as exporting your existing Haxe app to mac or linux? Let's fix that. We'll share how we solved both the technical and the legal challenges of this undertaking, as well as our plans for making the new OpenFL console targets widely available. This talk should be of primary interest to Lime and OpenFL users who want to publish games or apps for consoles and handhelds, but will also have valuable information for users and developers of other Haxe frameworks who want to add console compatibility. Time and circumstances permitting, we'll also demonstrate our current progress with one or two OpenFL games that use the console technology*, Yummy Circus and Defender's Quest: Valley of the Forgotten (HD special edition).
Lars Doucet aka @lariusprime - Co-Founder of Level Up Labs
Lars Doucet is the co-founder of Level Up Labs, LLC, developer of the popular game Defender's Quest: Valley of the Forgotten. Lars contributes regularly to Haxe projects, most especially OpenFL and HaxeFlixel. His most popular libraries are flixel-ui, HaxeFlixel's official UI toolkit, firetongue, a localization framework, and crashdumper, an automated crash logging utility. Lars is a dual citizen of Norway and the USA, has a Master's degree in Visualization Sciences from Texas A&M University, and lives in Bryan, Texas, with his wife Emily and their daughter. Stay up to date with his blog and his GitHub page.
Quaxe, infinity and beyond
With a very strong current focus on the Gaming industry, Haxe remains unknown outside of that inner circle. App developers outside of that industry lack important foundations to let them approach the Haxe environment, and the Haxe ecosystem remains a bit too unclear to them. Daniel willl explain my views, almost with an external eye, of the situation and how it could be fixed.
Daniel Glazman aka @glazou - CEO of Disruptive Innovations and W3C CSS WG Co-chairman
Daniel is a dinosaur of Web Standards and is at the root of the semi-official trouble-making unit at W3C, the "glazou" (a 1glazou rant being kind of a storm). Being one of the only survivors to 12 years of CSS standardization, he was appointed Co-chairman of the CSS Working Group in 2008. Newcomer to Haxe, he sees it as a potential ubiquitous programmer's dream going far beyond the Gaming industry. You can follow his blog to learn more.
Prospects for using Go libraries in Haxe
Elliott’s talk will focus on his current personal passion; the development of his TARDIS Go -> Haxe project and the potential re-use of Go libraries in Haxe. With examples ranging from Unicode normalisation to image inspection, he can promise you probably the only talk with speaking-in-tongues and nudity (not him).
Elliott Stoneham - Freelance software developer
Elliott first discovered programming in 1974 and has been inhaling deeply ever since. He exhibited at the first Internet World Show in London and wrote the website that sold the first insurance product online in the UK. After working as a systems programmer into his 30s, Elliott detoured into IT and general management, gaining 2 masters' degrees in business administration and Chinese, besides raising 2 charming but errant children.
Drakarnage: Slapping data from web servers right in your GPU
Data flow of drakarnage alongside some sample of what haxe can achieve. The data flow is interesting because ultimately we have a pretty long roundtip longing from sql, mongo, siding by redis and going back to a custom HTML renderer optimised for mobile GPU's.
David Elahee - Game developer
David Elahee is a gaming industry veteran. As a third party developer, he worked for big players like Ubisoft or Activision. Now he joined the indie dev community under the Blackmagic nickname in the Motion Twin cooperative. He is also a Haxe promoter and a fellow member of the Haxe Foundation board. David Elahee graduated the ENJMIN, the french public school of multimedia and game development. He quickly joined the Mad Monkey Studio. Years passing, he was in the development team on many titles spread on various consoles and devices like Sony PS2, Nintendo Wii, Nintendo DS, Android or iPhone.
Haxe for the Web: Getting things done
A pragmatic approach to Haxe based web development, particularly on the client side. Show how Haxe can be used not only for complex long term projects, but also for quick and dirty prototypes and rapid application development.
Juraj Kirchheim - Freelancer
Juraj has been around the Haxe community for a while now. A former flasher, now a devoted Haxer, he likes pushing the language to its limits, to annoy the compiler team to get new funky features and hang around our Google Group to help as best he can and to argue passionately in the countless discussions we have. And he still hasn’t learnt to write biographies. No macro for that just yet.
Hxcpp : State of the union enum
This talk takes a tour though the current state and future directions of the hxcpp target. There are been quite a few juicy changes in the C++ backend over the past year. With tighter native integration for the more nerdy developer and better scripting integration for the not-quite-so-nerdy developer, there should be something in talk for everyone.
Hugh Sanderson - Lead Software Engineer at Dynamic Digital Depth
By day, Hugh works on machine vision, and by night he works his vision on a machine, writing the hxcpp haxe target. Find him on twitter @GameHaxe, where he ponders this mysteries of the universe as he tries to work out how to use git. Hugh has been programming with Haxe for over 6 years and is the primary contributor to the c++ back-end. He has also made significant contributions to the Nme, Waxe and Gm2d libraries.
Cross-Platform Game Development with the GameDuell DuellTool
Sven Otto and Rui Campos will introduce GameDuell’s custom Haxe tool for the first time in public. The DuellTool provides a configurable build system, dependency resolution and a versatile developer environment setup. It was developed from scratch by the Berlin-based game developer’s team within the last year to cater the cross-platform development of casual games for the Facebook, iOS and Android platforms. The two developers will present how the tool gives platform specialists a handy workflow to seamlessly contribute to the same API’s. Further, they will share their approach for the modularity of libraries and how they defined the platform abstraction layer to provide an efficient and maintainable development process.
Sven Otto - Lead Developer at Game Duell
Sven admires programming since his youth and occasionally digested books introducing C/C++, Objective-C or 3D Games with DirectX.
Several years later he studied computer science in Berlin and released three iOS games as an indie game developer. He started working at GameDuell in 2012, where he developed an iOS game engine which is used in the French card game belote.com. Currently, he is working on a cross-platform game engine which targets iOS, Android, HTML5 and Flash, of course built with Haxe.
Rui Campos - Engine Developer at Game Duell
Rui is a Game Developer from Portugal. He started his gamedev career at Miniclip and has been at GameDuell since 2013. During his studies at University of Porto he used to experiment with Natural User Interfaces, especially large horizontal displays (e.g. Microsoft Surface) and Kinect. At GameDuell he has been working on a cross-platform game development workflow that involves a completely new build system, a dependency manager and a game engine all written, of course, in Haxe!
Isomorphic Haxe: Using Ufront to build apps that work client side or server side.
Most web frameworks do their work on either the client or server. But most web-apps need a combination: server side rendering is great for a fast first page load, backward compatibility and search engine optimisation. And client side rendering makes the rest of the page loads feel instant, like a native app. Jason will show how Haxe and Ufront let you get the best of both worlds.
Jason O'Neil - Lead Programmer at Sheridan Research Institute and founder of Today We Learned.
Jason uses Haxe to make web apps for the education market. After going "full time" with Haxe in 2013, Jason built the Sheridan School Management System for a network of Australian schools using Haxe and Ufront. More recently, he founded Today We Learned, an app that guides teachers in a 60 second update to send to parents - and participated in Perth's first ever seed funded start-up accelerator. In the Haxe ecosystem Jason is known for his work on Ufront, the Haxe website and Haxelib, as well as spending far too long answering questions on Stack Overflow. When he's not programming in Haxe he's probably asleep, dreaming of macros within macros.
TiVo Activity Haxelib
In this talk, TiVo will present the conceptual design of its activity haxelib. The activity API provides an event-driven programming paradigm with asynchronous triggers allowing multiple coordinated contexts of execution within a single program. In addition, the activity API allows increased performance on some platforms via the use of multiple threads while falling back gracefully to single threaded execution on platforms which do not; all without requiring any target specific code. This talk will present APIs allowing the creation of and communication between activities. It will also provide examples of how the activities paradigm can enable the ability to mix multiple, previously incompatible or difficult to combine haxelibs within one program.
Todd Kulick - Vice President of Technology, Office of the CTO TiVo, Inc.
Todd has professionally developed video and graphics products for twenty years at companies like Silicon Graphics, nVidia and TiVo. During his fifteen years at TiVo, Todd has been part of or led teams that have shipped over fifty set-top box software releases for cable, terrestrial and satellite video systems. Todd is a huge fan of Linux, Emacs, Haxe and other open-source software. Lately, he has been working on a biography generation macro for possible inclusion in Tink.
What's the best IDE for Haxe development?
In this lightning talk, Srikanth will share an overview of progress made in enhancing Haxe language support in IntelliJ IDEA. It will touch upon high level technical details on work done and the roadmap ahead. The talk shall include a short survey of existing IDEs (including FlashDevelop). This session will help audience appreciate why it makes sense for the Haxe developer community to adapt IntelliJ IDEA as their first choice - be it for enterprise level development needs or as an individual programmer.
Srikanth Ganapavarapu - Senior Performance Engineer at TiVo, Inc.
Much of his career starting 1996, Srikanth enjoyed leading efforts and being hands-on in solving large scale scalability challenges. Currently at TiVo, Srikanth is excited to be part of the team that works hard at improving performance of the UI application that has to compete for resources with higher priority programs on a versatile embedded device. Srikanth was introduced to Haxe in winter 2012. Since then, it’s been a wonderful ride of learning, adapting, and contributing. For him, Haxe holds the promise of many possibilities and excitement in treading uncharted waters.
Haxe in the Enterprise: A Case Study
In this talk, TiVo will present a quick update on its experiences using Haxe for user interface development on set-top box and mobile devices. We will cover the challenges experienced and lessons learned in such areas as performance measurement, API "cheating" for performance, memory leak tooling, and memory churn optimization. We will also briefly discuss the consumer reception of our Haxe-based releases and share some consumer satisfaction metrics. We hope that sharing our experiences will inspire others and facilitate collaboration on these and similar issues in the future.
Alfred Barberena - Senior Manager SW Engineering at TiVo, Inc.
Alfred managed the conversion of the TiVo UI codebase to Haxe. He has been involved in digital interactive television using embedded devices since his time at OpenTV in 1997. Since then he has worked in the set-top box UI space for with cable, satellite, VOD, and now DVR devices. He has experienced firsthand the challenges and the rewards of deploying Haxe on millions of consumer devices.
You don't know FlashDevelop - tips and future
Haxe is complex, an IDE is complex, and the truth is that a majority of FlashDevelop users do not understand how they work. There is a lot of magic happening under the hood, sometimes it just works and everybody is happy, sometimes it doesn't and you need someone to blame. Or to understand how it works.FlashDevelop has changed a lot in the last 2 years, with a strong shift on Haxe, high-dpi screens and maybe someday MacOS support.
Philippe Elsass - Software Engineering Manager at Massive Interactive
During the day Philippe kicks his team to write more unit tests, and at night he contemplates FlashDevelop's 0% coverage. After 10 years building throw-away marketing websites he moved to Haxe and good engineering, and he doesn't want to come back.
The MOKICK Story
In his talk, Markus will give you a sneak preview on the current development status of MOKICK. The vision behind MOKICK is to create an offline content management system and authoring tool which provides an easy and unified way for creating content of any kind - usable everywhere. He’ll show you the basic concept of the underlying graph based data model, how the editor (OpenFL) creates his views based on project specific data rule sets and content, how the PureMVC layer enables easy batch task implementation and how all this applies to a real world project. He will further give you a brief introduction what occurrences and experiences during a long history of project developments finally led to the decision of rethinking everything, why his company now uses Haxe and what the future plans for this project are.
Markus Raab aka @derRaab - Managing Director and Head of development at Bayer und Preuss GmbH
A walk-through of Haxe JS Kit
Clément Charmet aka @clemenchar - Lead Front Developer at MFG Labs
Clément Charmet has been developing all kind of stuff for the web for 10+ years. Being an all time-Haxe enthusiast, he's the creator of try.haxe.org, maintainer of the Haxe Sublime Text bundle, and tries to push forward Haxe/JS as a fullstack, versatile target through his "Haxe JS kit" project.
Haxe Evangelism with Silex Labs
As an active member of Silex Labs Jean-Baptiste is dedicated to make the community grow, convinced it will lead to a brighter future. He will tell us what his dedication involved, including teaching students, making demos in front of professionals and creating bridges between open-source communities.
Jean-Baptiste Richardet aka @JbIPS - Back End Developer at eTF1
Jean-Baptiste has been from back to front to back again since 2011, and always liked discovering and playing with various language. When he discovered Haxe in 2012, it was love at first sight! Since, Jb tried to give its best to the community by helping and creating some libraries, and raise awareness around Haxe with Silex Labs.