HaXe & The Future
Posted in Game Development, Life Story, Software Development on January 4th, 2013 by A.A. Grapsas – Be the first to commentWhere have I been? Well, I have been busy and, sadly, far away from the crazy world of blogging. I really want to continue blogging; but, I have just been so busy working on projects. That being said, I really do need to maintain my writing. I have been slacking, I apologize.
A few weeks ago I posted a popular Gamasutra blog post called Stupid Simple Code. Unlike past writings, this particular piece is about engineers and engineering, not general culture, hiring, or management. To some degree, I think I need to start talking more about engineering specifics.
In that vein, I have decided to document the game I am currently building on the side and provide code snippets and solutions. The game, Wings of Vengeance, is currently being developed for iOS and Android using HaXe and NME. I have been working on the project for a good amount of time now and have learned a thing or two about HaXe, NME, mobile development, and more.
Generally, I reserve engineering specific talk for the graduate classes I teach; however, I now feel it appropriate to write here and now about my experiences as a software engineer, about code, and about architecture. So, I promise to document my exploration of HaXe, NME, and mobile engineering in detail. While I do have extensive experience building complex game engines and systems AND experience building mobile games, I have yet to discover my favorite or most comfortable method of mobile engine development. I am going to make mistakes. I am going to spit fire and curses. There will be humble moments as I race through my code looking for obvious flaws (as happened last night).
I promise to document them all. Here. As they happen.
Stick with me. The ride is about to get bumpy.
