About the service
I am a Haxe developer and write one codebase that compiles immediately to multiple platforms. Instead of maintaining separate projects for web, desktop and mobile devices, I keep game logic and application core in Haxe and let the toolchain transpile it to JavaScript, C++, HashLink and other backends. Rules, state machines, economy and network code live in one place, are tested once, and each platform gets identical behavior. My profile is not some heavy engine like Unity or Unreal, but the discipline of cross-compilation itself: portable code, careful abstraction of differences between targets and the same product in the browser, native binary and on phone without three diverging teams.
Usually I manage the entire pipeline. I set up the project structure with clean separation of shared logic and platform-specific bindings, configure builds for each target and connect frameworks — Heaps, OpenFL, Kha or Lime — depending on what matters most: pure graphics, Flash-style rendering or portable audio and input. I write the core so that rendering, storage and input are behind interfaces: this makes transpiled output predictable and debugging manageable. If native extensions are needed, I bridge them carefully rather than scatter platform checks throughout the game. I separately build tooling: automated builds, asset packing, code generation with macros and small utilities that turn a Haxe module into a library for other targets.
If you have a game or application that needs to ship on multiple platforms without rewriting for each, or already have Haxe code that needs finishing, porting to a new target or optimization, I'll take it from current state to a working multi-platform build. I care about correctness on all targets, compact binaries and builds you can run yourself.
— Cross-platform game and application development in Haxe
— Shared game logic with transpilation to JS, C++ and HashLink
— Setup and integration of Heaps, OpenFL, Kha and Lime
— Porting existing projects to new targets and platforms
— Macros, code generation and reusable Haxe libraries
— Build automation and multi-platform delivery tooling
Usually I manage the entire pipeline. I set up the project structure with clean separation of shared logic and platform-specific bindings, configure builds for each target and connect frameworks — Heaps, OpenFL, Kha or Lime — depending on what matters most: pure graphics, Flash-style rendering or portable audio and input. I write the core so that rendering, storage and input are behind interfaces: this makes transpiled output predictable and debugging manageable. If native extensions are needed, I bridge them carefully rather than scatter platform checks throughout the game. I separately build tooling: automated builds, asset packing, code generation with macros and small utilities that turn a Haxe module into a library for other targets.
If you have a game or application that needs to ship on multiple platforms without rewriting for each, or already have Haxe code that needs finishing, porting to a new target or optimization, I'll take it from current state to a working multi-platform build. I care about correctness on all targets, compact binaries and builds you can run yourself.
— Cross-platform game and application development in Haxe
— Shared game logic with transpilation to JS, C++ and HashLink
— Setup and integration of Heaps, OpenFL, Kha and Lime
— Porting existing projects to new targets and platforms
— Macros, code generation and reusable Haxe libraries
— Build automation and multi-platform delivery tooling