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October 19, 2014 [OT] How Blue Byte made Might & Magic Heroes Online in Flash | ||||
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Since the topic of games and GC is a big one, maybe it is interesting to read about how Blue Byte decided to make Might & Magic Heroes Online in Flash and their opinion from the point of view of a C++ AAA studio on the whole development experience. The interview, http://www.makinggames.biz/features/innovating-with-flash,5110.html The game for those that don't know it, http://clb.heroes-online.com/en-US -- Paulo |
October 20, 2014 Re: [OT] How Blue Byte made Might & Magic Heroes Online in Flash | ||||
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Posted in reply to Paulo Pinto | On Sunday, 19 October 2014 at 21:16:14 UTC, Paulo Pinto wrote:
> Since the topic of games and GC is a big one, maybe it is interesting
> to read about how Blue Byte decided to make Might & Magic Heroes Online in Flash and their opinion from the point of view of a C++ AAA studio on the whole development experience.
The only real GC-related thing coming out of this seems to be the usual one: Java GC is fast enough for a MMO backend, probably just because it's Java.
The new extra lesson is that anything can work just fine for a Hardware-Accelerated frontend :P
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October 20, 2014 Re: [OT] How Blue Byte made Might & Magic Heroes Online in Flash | ||||
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Posted in reply to francesco cattoglio | On Monday, 20 October 2014 at 00:28:29 UTC, francesco cattoglio wrote: > The new extra lesson is that anything can work just fine for a Hardware-Accelerated frontend :P Sure, you can do that in javascript too, but Flash Player uses deferred reference counting with weak pointers and gc to collect cycles. http://www.adobe.com/devnet/actionscript/learning/as3-fundamentals/garbage-collection.html |
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