Kha on haxelib

Today saw the first proper haxelib release of Kha. There were some test releases before that didn’t work for all targets but that should now all be fixed (if not, please don’t just run away - file a bug report).

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WWX News Part 3 - The Slides

These are the slides from the Kha presentation at WWX2015. The comments are new but mostly similar to the talk (the actual talk will be on YouTube later this month).

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WWX News Part 2 - Networking

Writing networked multiplayer games is a tough task, even when using some of the bigger game engines (for example Unity really doesn’t provide much support for that at all unless you buy some additional third-party plugin). To make a game session robust in the face of potentially unreliable connections and even cheating the complete game should be able to run on a separate server which has final say about the game state. To avoid a game feeling sluggish because of a potentially large distance aka signal travel time to the server the complete game should be able to run on the client to enable proper client side prediction of the game state. So, let’s just implement the game twice? Probably not a good idea and therefore Kha can now automatically export a client and a server version of a game after a little bit of necessary metadata has been added.

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WWX News Part 1 - Export to Unity

I did a little talk at WWX 2015 which showed a bunch of new stuff. That talk will be on YouTube later this month, but meanwhile I’ll try to detail all the new features right here in a series of blog posts.

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Breaking News 5

The Kha repository has been restructured to minimize download sizes. Where possible submodules have been replaced with binary only repositories - of course all the corresponding source repositories are still easily accessible on Github and updates to the binary repositories will always mention the corresponding revision of the source archives in new commits. Your git client might get confused by this - when in doubt just redownload Kha.

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