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. --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html