HxLanguageServices is nothing but an amazingly ambitious project. Carlos Ballesteros Velasco describes HxLanguageServices over of the Haxe mailing list as a way to provide “tooling for Haxe in order to be productive”. As a proof of what the library can do, Carlos has created a demo IDE.

Here is Carlos's reasoning for creating HxLanguageServices, including some possible future projects.

But what I really needed is a library that didn't depend on an specific IDE or an executable (to be able for example to run in a browser without a server involved as shown in the demo) and that way me or other people can create several projects: static analyzers, ides and so on in several non-desktop environments. Even dynarec/jitter on the fly in browser/mobile. (I had an idea several months ago to create a jitter that would target to the current target with a simple ast, generating js, php, python, native machine code in cpp, or bytecode in as3, c# and java).

The Haxe compiler itself has been receiving a few improvements and additions this last week. Bruno Garcia has improved the js.html externs by making them “much more accurate and complete overall with lots of new modern web APIs and fixes” by using the WebIDL and parser maintained my Mozilla, which is yet to be merged.

A new and improved, faster StringMap implementation has been added to Haxe, contributed by SmerkyG which apparently results in a 3x speed increase.

Simn has added a new, unified XML parser which is more standard compliant and on some platforms faster. This is before any platform specific optimizations have been made, so it should only get better.

Some time ago, Google Analytics started tracking Haxe downloads. Josefiene Pertosa tweeted the first set of information for the last month, “33.000 sessions, 18.500 visitors last month. Haxe was downloaded 3.168 times and the strongest audiences were US followed by Russia”.

And Andy Li also tweeted that “today, the Haxe repo has just reached the 10,000 commits milestone!”

Last Tuesday Adobe had an online conference open to the public which focused on custom platforms in Flash Professional CC. Checkout the post by Joseph Labrecque for more non Haxe details.

Below is the video of Joshua Granick's OpenFL integration demo. You can get the OpenFL Plugin from GitHub.

Probably because of OpenFL's huge influence and successes, Terry Cavanagh, creator of Super Hexagon and VVVVVV, has discovered how awesome Haxe is.

A new tweening engine has been created for Haxe and OpenFL. Matthijs Kamstra has written an introduction post titled Tween Engine Go which gives you a small taste of what it can do. You can find a lot more information over on GitHub.

Windows 2012 EC2 machine created as proof of concept to compiled FlxBunnyMark for $0.036/hr by @yafd.

Ohmnivore has written Enabling FlashDevelop Debugger for OpenFL's Flash target. This is something ever AS3 developer migrating to OpenFL needs to know about. You shouldn't be able to go as the post covers everything in depth.

This is something I will have to try, FlashDevelop can now be installed on Linux and OSX via its CrossOver installer.

Sven Bergström has published 2015 and beyond over on snõwkit. Sven introduces mínt, an in-progress “a game focused, minimally pure renderer agnostic, Haxe UI library”. Sven also touches on progress being made on HXSW, delta and the strong community growth snõwkit is seeing.

Adi Reddy Mora has written another concise post, this time covering Haxe's Getters and Setters, which can be confusing for people coming from other languages.

Saumya writes about Haxe and NodeJS in which Saumya guides you through compiling and running Haxe generated JavaScript on NodeJS.

I'll finish off this roundup with a trailer from Texelr for their upcoming game Dead Alliance, created with OpenFL and HaxeFlixel.