With the augmenting variety of platforms on the market, supporting as many of them became an inevitable obstacle to confront in order to reach as many users as possible. Platforms support different native languages, such as Java for Android or Objective-C for iOS. The most straight-forward way to support both of these platforms is to produce native codes for each of them, which is greatly cost and time consuming.
There are several tools to avoid programming in the native languages of targeted platforms and to achieve cross-platform programming, but using them generally results in a performance loss. For video games, such a loss can be critical, which is why native programming is favored in order to get the best performance possible from the targeted platforms.
In this paper we investigate the productivity and efficiency of cross-platform programming with Haxe by reimplementing essential OpenGL features while targeting two platforms at the same time, Android and Windows.
The result of our research showed that, while the consumed time in programming cost trivially less effort than native coding on each of the different platforms, Haxe did not engender any significant performance loss.
To deepen this investigation, expanding the scenes' complexity or making an actual game would put the devices to test in more extreme conditions.