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L. McColl-Sylvester and F. Ponticelli

"Professional haXe and Neko"


When one contemplates the components that make up a modern game, it can appear daunting that, not
only must graphics, sound and interactivity be taken care of, but also communications, data storage and
various other tidbits. As you ??™ ve seen earlier in the book, communications is one of the haXe language ??™ s
strongest features, while the SPOD layer takes care of any data storage issues. All you ??™ re left to work out
is which graphics library you ??™ d like to bind to a Neko module.
Another boon to the whole games development with Neko proposal is that one could quite possibly
press the cross - platform development notion, making a game that would function on numerous
operating systems. Indeed, if you were to utilize the power of the OpenGL library, you would have a
wealth of power at your fingertips with minimal restriction to platform.
Remember, many a successful game has been written without the leverage of 3D graphics capabilities.
This chapter demonstrates what is possible with Neko and a cross - platform 2D library, which itself has
been used in several recent multimillion dollar games.


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