[gameprogrammer] Re: Welcome new members!

  • From: Vince <uberneen@xxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Mon, 13 Dec 2010 06:11:35 -0800 (PST)

On a slightly unrelated note, regarding the commercial nature of Flash and the 
expense of Adobe's tools:

http://opensource.adobe.com/wiki/display/flexsdk/Flex+SDK

I play around with flash from time to time myself, but I would never have 
touched it were it not for the free Flex SDK.
FlashDevelop for Windows is a pretty good IDE, or if you're a stubborn CLI 
addict like me you can just fire up your favorite editor and adapt a makefile.

Vince~

--- On Sun, 12/12/10, Paulo Pinto <pjmlp@xxxxxxxxxxxxx> wrote:

From: Paulo Pinto <pjmlp@xxxxxxxxxxxxx>
Subject: [gameprogrammer] Re: Welcome new members!
To: gameprogrammer@xxxxxxxxxxxxx
Date: Sunday, December 12, 2010, 10:12 PM

I don't think the commercial status of Flash is an issue.

One thing that took me some time to learn as open source fan, is that in the 
game industry no
one cares about such issues.

The goal is to produce a game, regardless of the tool or technologies required.


Even if there is a need to rewrite, it is usually not considered, because there 
are contractors
specialised in porting the games to different platforms.

--
Paulo

On Sun, Dec 12, 2010 at 7:02 PM, Chris Eineke <gameprogrammer@xxxxxxxxxxxxxxx> 
wrote:

On 10-12-11 06:42 PM, Bob Pendleton wrote:


Yes, C++ is now the standard language for writing game engines in the

commercial game industry. If you want to be a technical programmer and

learn everything from the bottom up the C++ is the way to go. If you

study C++ you will learn C along the way.




Hey Bob,



I'm not sure if I agree entirely with that. C++ certainly is the standard 
language for certain market segments (console games, non-casual PC games), but 
there is also the huge casual game market, which is predominantly Flash with 
ActionScript. (Whether or not the business model behind those games is good or 
not is another question that Jonathan Blow has some comments on[1]).




If you take a longer look at the whole Flash API, you'll notice that they have 
implemented all the necessities for games in an event-based fashion. You have 
automatic memory management, javascript-like syntax, sockets, a 2D render 
scene, animations and still images and vector graphics, image effects, sound, 
input, and -- of course -- an event model. Adobe is also working on a 3D API 
for Flash as well.[2]




Of course, you need look above the proprietary nature of Flash, if you go down 
that route. You have to pay for the development tools and you'll be held at 
Adobe's whim, yet I think that the benefits you'll derive from the API and the 
development model will vastly outweigh the negatives.




[1] 
http://www.gamasutra.com/view/feature/6224/catching_up_with_jonathan_blow.php?print=1



[2] I'm neither a spokesperson for Adobe, nor a fanboy of Adobe products. I 
recently was thrown at a project that involved the technologies that I 
mentioned and I'm just giving an opinion.




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