C++ is slow to start with, but after the main codebase is compiled I find it faster than Flash. Since that’s the target I ship on ultimately, that’s what I go with.
I use Neko to debug stuff, because it compiles fast, it’s native and still gives you good debug info.
Flash is faster to compile, but you never know if the same thing will work on native platforms.
C++ or target end build (Android and iOS for me) is great way to test the final result, but not during development - too slow to compile.
@ashes999 The poll was broken, it looks more interesting when you can see the real results
The first reason for it was to test the poll functionality, but this does help as I’m personally considering different options for both desktop testing (how to prioritize compile-time vs. consistency with other platforms) as well cross-desktop builds (like Mac to Windows builds)
It depends really. Most often on Windows or Mac I will build to Flash, because we tend to make Flash games for the web rather than anything else. If I am on Linux then I use the Neko target because it’s quick and I don’t have a debug Flash Player on there.
If I am making a native build I’ll also use the Neko target to get fast compiling and similar (usually the same) results as the native targets. Native is much faster after the first compile, but any semi-significant change to my code and the recompile feels slower than blasting out a Neko build.