[gameprogrammer] Re: Fast development over multiple platforms,which language?

  • From: "Jason Clark" <jclark@xxxxxxxx>
  • To: <gameprogrammer@xxxxxxxxxxxxx>
  • Date: Mon, 7 Mar 2005 12:32:55 -0800

Thank you, and let me clarify a bit more.
The purpose of these small games is two fold; one for personal =
gratification and second for shameless self promotion. I do =
consulting/contract software work for varying industries, mostly telecom =
and small business intranet development.
My idea, simply, is to create some creative and small games that users =
can download or play through their browsers for free and hopefully will =
notice where they got them from, and perhaps even direct friends and =
co-workers in that direction. My plan may fail, but as long as I have =
fun doing it, I will consider it a success.
The target audience are people who spare little time for games and may =
only sit through a half hour at a time. Convenience and interest on =
their parts are my primary goals.
I would like the games to come up quickly and work reliably with as =
little work on the user's part as possible. Being a lazy programmer, I =
would prefer to spend as little time as possible on configuration and =
focus more on content. I realize that that is the golden apple of game =
programming so I don't expect any miracles, just looking for other's =
experiences to help me focus in one area to get the maximum for the =
little free time I have to commit to it.
Thanks again,
Jason

> -----Original Message-----
> From: gameprogrammer-bounce@xxxxxxxxxxxxx=20
> [mailto:gameprogrammer-bounce@xxxxxxxxxxxxx] On Behalf Of Bob=20
> Pendleton
> Sent: Monday, March 07, 2005 12:41 PM
> To: Gameprogrammer Mailing List
> Subject: [gameprogrammer] Re: Fast development over multiple=20
> platforms,which language?
>=20
>=20
> Tough question.=20
>=20
> You have to characterize your target market a little more.=20
> There is no way to write an application and have it be fully=20
> portable to all the different platforms out there. Cell=20
> phones are very different from desktops.=20
>=20
> If your target market is desktop x86 PCs then it *is*=20
> possible to build a CD that just boots, loads its own OS, and=20
> lets you run games. Game knoppix=20
> http://games-knoppix.unix-ag.uni-kl.de/ is a version of=20
> Debian Linux that you burn to a CD and boot. It contains a=20
> complete Linux OS, device drivers for just about every kind=20
> of sound and video card, and it loads and configures itself=20
> to play games on nearly every PC there is.
>=20
> You could take game knoppix, strip out the desktop and all=20
> the other nice applications, and have an OS that would boot,=20
> configure itself, and start your game. The disk would have=20
> the installer and drivers, the Linux kernel, X, a sound=20
> library, and your game.=20
>=20
> You could develop in any language you want from Python to C++=20
> and have a complete standalone game disk. Your game would=20
> then run on all the x86 machines out there. I would suggest=20
> bit-torrent as the way to distribute the game.
>=20
> There are other ways to go. But, face it, if you write for=20
> anything but C/C++ targeting the native API of the OS it is=20
> to run on you are going to have to deal with some overhead=20
> for the run time systems. The question is how much do you=20
> want to deal with?=20
>=20
>               bob Pendleton
>=20
> On Mon, 2005-03-07 at 10:12 -0800, Jason Clark wrote:
> > I know that OS, language, and platforms can be an almost religious=20
> > subject to some, but I am interested in hearing some opinions.
> > =20
> > I have a few ideas for small, yet hopefully entertaining=20
> games. I am=20
> > trying to decide what I should write them in however. I am=20
> completely agnostic on the subject and always looking for=20
> excuses to learn new things, so open to any suggestion.
> > =20
> > What I do know is that the vast majority of users will be=20
> on windows,=20
> > with some on Mac, and very few (who would pay a penny) on=20
> *nix OS. That said, using the web as the medium of choice=20
> would be easiest for players and the abilities of SVG would=20
> be great...  that is if it currently had much support.
> > Java would be great because of its wide distribution (as=20
> opposed to Python and many other scripting languages) but=20
> even with all the advances in their RTE Java is still very=20
> slow and not particularly what I am looking for.
> > I love to write C/C++ recreationally, but once you have a=20
> compiled language you have to test and build on all kinds of=20
> platforms, and with the constant changes to Windows and such,=20
> it doesn't seem that you would, without paramount effort, be=20
> able to keep the games going.
> > I know nothing of Flash, so I can't comment on that.
> > =20
> > I remember way back when you would include an OS (or at least it's=20
> > fundamentals) in your game, so that you could throw in your=20
> disk and=20
> > just boot on it, not worrying about it. I wonder if that=20
> isn't a doable option nowadays, though for what I'm thinking,=20
> I doubt the users would want to go through that much effort.=20
> I can see the use of setting up your own run time=20
> environment, or creating a core system you can distribute,=20
> but that is like reinventing the wheel, something I'm trying to avoid.
> > =20
> > Does anyone have any success or failure stories for particular=20
> > languages or build/distribution processes that you'd be=20
> willing to share?
> > ---
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