2D game development with Pixi.js (or something else) #3740
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Hello @brianberns, I don't think a lot of people create games in Fable which can explains the lack of binding. The "best approach" to approach game development with Fable 4 is by choosing a JavaScript library that you like and create the bindings for it. That's kind of what anything needs to happens when anyone start using a new library / ecosystem with Fable. If easier at first you can give a try to using dynamic typing which will allows you to have bindings and just explore how F# can fit into building a game with it. https://fable.io/docs/javascript/features.html#dynamic-typing-proceed-with-caution |
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I didn't mention it, but to create binding with have https://fable.io/ts2fable/ which is like the legacy tool which helps do the jobs done. And the new in town, Glutinum which is slowly starting to evolve and try to improve the bindings API (still early beta ATM). If you have questions regarding how to write a binding you can find articles online about it and also https://fable.io/docs/javascript/features.html contains lot of information about what interop feature Fable offers.
Some of the articles you will find are probably a bit old but the philosophy and most of API should have stay the same. Bindings generated for Fable 1 are still usable with Fable 4 today for examples. |
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Hi, I'm interested in developing a 2D game with Fable. Once upon a time, Pixi.js was apparently the preferred library, but I don't think the bindings have kept up to date. (I tried both this and this.)
Does anyone have any suggestions for the best approach to 2D game development with Fable 4? Thanks!
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