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digitalmars.D - [OT] How Blue Byte made Might & Magic Heroes Online in Flash

reply Paulo Pinto <pjmlp progtools.org> writes:
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
Oct 19 2014
parent reply "francesco cattoglio" <francesco.cattoglio gmail.com> writes:
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
Oct 19 2014
parent "Ola Fosheim =?UTF-8?B?R3LDuHN0YWQi?= writes:
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
Oct 19 2014