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	<title>Comments on: Making Flash The Console For The Web</title>
	<atom:link href="http://coderhump.com/archives/461/feed" rel="self" type="application/rss+xml" />
	<link>http://coderhump.com/archives/461</link>
	<description>Game Development Technology, in Flash and Elsewhere</description>
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		<title>By: web application development</title>
		<link>http://coderhump.com/archives/461/comment-page-2#comment-378</link>
		<dc:creator>web application development</dc:creator>
		<pubDate>Sun, 15 Nov 2009 23:02:06 +0000</pubDate>
		<guid isPermaLink="false">http://coderhump.com/?p=461#comment-378</guid>
		<description>Thanks for the really useful article. Making Flash as a console for web is an interesting topic for me and I am searching some information about it everywhere. I have found your blog only yesterday but I enjoyed it a lot. It has a huge amount of information so I will definitely bookmark it. Oh and I will be looking forward to other great articles from you in the future. Thanks one more time!</description>
		<content:encoded><![CDATA[<p>Thanks for the really useful article. Making Flash as a console for web is an interesting topic for me and I am searching some information about it everywhere. I have found your blog only yesterday but I enjoyed it a lot. It has a huge amount of information so I will definitely bookmark it. Oh and I will be looking forward to other great articles from you in the future. Thanks one more time!</p>
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		<title>By: Jeff</title>
		<link>http://coderhump.com/archives/461/comment-page-2#comment-205</link>
		<dc:creator>Jeff</dc:creator>
		<pubDate>Fri, 10 Jul 2009 19:25:40 +0000</pubDate>
		<guid isPermaLink="false">http://coderhump.com/?p=461#comment-205</guid>
		<description>I disagree with your analysis as to why Flash has achieved ubiquity due to a unified user experience.&lt;br&gt;I would argue that Flash has such a large user base because they were the only viable platform for RIA during the &quot;.COM boom&quot;. Java, historically, has been clunky and slow until more recent iterations. You can never make another first impression, and most people&#039;s first impressions of Java Applets were not good. The first Applets I used were terrible. This always left a sour taste in my mouth for Java, which I still feel today (unjustified for sure...as Java has matured considerably). On the other hand, my first experiences with Flash were with Flash 3 &amp; 4, which were &quot;great for their time&quot; (aside from &quot;flash intro hell&quot;).&lt;br&gt;&lt;br&gt;I have no data to go with, but I would venture that ANY computer that can run Flash 8+ and provide the same &quot;user experience&quot; that I have with Flash on my PC, then they have the capability of supporting basic 3D acceleration via OpenGL.&lt;br&gt;&lt;br&gt;I am not a game developer (right now...), I don&#039;t want 3D for games (right now...). I want it for development of Computer Based Training. I can do some great things in 3D with current software engines like Away3D...but hardware accelerated OpenGL support would enhance what I can do greatly. I would also guess that supporting OpenGL 1.x would actually make a MORE unified user experience for my customers.&lt;br&gt;&lt;br&gt;I think the user experience is dependent on the developers. If I develop a flash application with thousands of animated vector graphics, then it&#039;s going to provide a rotten experience for everyone. That same paradigm must accompany 3D content.&lt;br&gt;&lt;br&gt;Flash is installed on hundreds of millions of computers. Why not inject a small piece of code to identify what 3D acceleration capabilities are available (during install or upgrade) and report that back to Adobe. That way they can gauge how much support they would have and make a decision based on the analytics received.&lt;br&gt;&lt;br&gt;Just my 0.02</description>
		<content:encoded><![CDATA[<p>I disagree with your analysis as to why Flash has achieved ubiquity due to a unified user experience.<br />I would argue that Flash has such a large user base because they were the only viable platform for RIA during the &#8220;.COM boom&#8221;. Java, historically, has been clunky and slow until more recent iterations. You can never make another first impression, and most people&#39;s first impressions of Java Applets were not good. The first Applets I used were terrible. This always left a sour taste in my mouth for Java, which I still feel today (unjustified for sure&#8230;as Java has matured considerably). On the other hand, my first experiences with Flash were with Flash 3 &#038; 4, which were &#8220;great for their time&#8221; (aside from &#8220;flash intro hell&#8221;).</p>
<p>I have no data to go with, but I would venture that ANY computer that can run Flash 8+ and provide the same &#8220;user experience&#8221; that I have with Flash on my PC, then they have the capability of supporting basic 3D acceleration via OpenGL.</p>
<p>I am not a game developer (right now&#8230;), I don&#39;t want 3D for games (right now&#8230;). I want it for development of Computer Based Training. I can do some great things in 3D with current software engines like Away3D&#8230;but hardware accelerated OpenGL support would enhance what I can do greatly. I would also guess that supporting OpenGL 1.x would actually make a MORE unified user experience for my customers.</p>
<p>I think the user experience is dependent on the developers. If I develop a flash application with thousands of animated vector graphics, then it&#39;s going to provide a rotten experience for everyone. That same paradigm must accompany 3D content.</p>
<p>Flash is installed on hundreds of millions of computers. Why not inject a small piece of code to identify what 3D acceleration capabilities are available (during install or upgrade) and report that back to Adobe. That way they can gauge how much support they would have and make a decision based on the analytics received.</p>
<p>Just my 0.02</p>
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		<title>By: Dale Beermann</title>
		<link>http://coderhump.com/archives/461/comment-page-2#comment-204</link>
		<dc:creator>Dale Beermann</dc:creator>
		<pubDate>Thu, 09 Jul 2009 22:39:24 +0000</pubDate>
		<guid isPermaLink="false">http://coderhump.com/?p=461#comment-204</guid>
		<description>I have to agree with Ben in regards to hardware acceleration.  For Jeff, Troy, and Ben, you may be able to guess why.  Sharendipity was originally implemented as a Java applet, with hardware acceleration via OpenGL.  All other Java issues aside, when you&#039;re looking at casual games then you want a unified user experience.  We couldn&#039;t provide that in Java with OpenGL, no matter what.  And we spent all of our time trying to figure out why Sharendipity wouldn&#039;t run on machines like my dad&#039;s laptop.&lt;br&gt;&lt;br&gt;Jeff, you touched on this as a bit too: if %30-50 of the install base either can&#039;t run or has an app running at a different speed than the other %50-70, you have a lot of problems.  Imagine if even 30% of the people on Kongregate couldn&#039;t run most of the games there (and why doesn&#039;t Kongregate support Java applets then, or Unity, or...).  If there&#039;s a way to provide the same user experience to everyone, that&#039;s great, but I don&#039;t know how it&#039;s possible when you&#039;re throwing hardware configurations into the mix.  Differing CPU speeds by themselves provide enough issues for game developers (as Troy said, to be developing for XNA is in many ways a lot easier than developing for the web/PC).  And if Adobe goes down the path of having different versions of Flash (accelerated or not) or supporting different hardware configurations, we run into the Java problem all over again.  This is the worst case scenario.&lt;br&gt;&lt;br&gt;I think that one of the main reasons Flash has achieved the ubiquity it has is because of the unified user experience.  If you&#039;re targeting %50-70 of Flash&#039;s install base, then why not go with something like Unity which will be more accepted by the demographic you&#039;re developing for and provides the functionality you need?  &lt;br&gt;&lt;br&gt;As for the tools, well Ben and I have said our piece directly to Adobe.  Flex Builder (Flash Builder...) needs to be 100 times better.  I&#039;ve reiterated it to every Adobe evangelist I can find.  We just need more people on the bandwagon.  &lt;br&gt;&lt;br&gt;Ben, great post.</description>
		<content:encoded><![CDATA[<p>I have to agree with Ben in regards to hardware acceleration.  For Jeff, Troy, and Ben, you may be able to guess why.  Sharendipity was originally implemented as a Java applet, with hardware acceleration via OpenGL.  All other Java issues aside, when you&#39;re looking at casual games then you want a unified user experience.  We couldn&#39;t provide that in Java with OpenGL, no matter what.  And we spent all of our time trying to figure out why Sharendipity wouldn&#39;t run on machines like my dad&#39;s laptop.</p>
<p>Jeff, you touched on this as a bit too: if %30-50 of the install base either can&#39;t run or has an app running at a different speed than the other %50-70, you have a lot of problems.  Imagine if even 30% of the people on Kongregate couldn&#39;t run most of the games there (and why doesn&#39;t Kongregate support Java applets then, or Unity, or&#8230;).  If there&#39;s a way to provide the same user experience to everyone, that&#39;s great, but I don&#39;t know how it&#39;s possible when you&#39;re throwing hardware configurations into the mix.  Differing CPU speeds by themselves provide enough issues for game developers (as Troy said, to be developing for XNA is in many ways a lot easier than developing for the web/PC).  And if Adobe goes down the path of having different versions of Flash (accelerated or not) or supporting different hardware configurations, we run into the Java problem all over again.  This is the worst case scenario.</p>
<p>I think that one of the main reasons Flash has achieved the ubiquity it has is because of the unified user experience.  If you&#39;re targeting %50-70 of Flash&#39;s install base, then why not go with something like Unity which will be more accepted by the demographic you&#39;re developing for and provides the functionality you need?  </p>
<p>As for the tools, well Ben and I have said our piece directly to Adobe.  Flex Builder (Flash Builder&#8230;) needs to be 100 times better.  I&#39;ve reiterated it to every Adobe evangelist I can find.  We just need more people on the bandwagon.  </p>
<p>Ben, great post.</p>
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		<title>By: Jeff Johnson</title>
		<link>http://coderhump.com/archives/461/comment-page-2#comment-199</link>
		<dc:creator>Jeff Johnson</dc:creator>
		<pubDate>Thu, 02 Jul 2009 02:11:02 +0000</pubDate>
		<guid isPermaLink="false">http://coderhump.com/?p=461#comment-199</guid>
		<description>Mr. Dowdell,&lt;br&gt;&lt;br&gt;I don&#039;t think it would be too much of a stretch to ask for OpenGL 1.4 or 1.5 hardware acceleration capabilities from Flash Player. I would venture that at least 80% of your userbase can support this, probably more. I know that it would be a massive benefit for me (not doing games, doing online training for the military and utilizing basic 3D models for teaching how military hardware works would be a huge boon). Right now, my IT manager is pushing Silverlight over Flash and we are doggedly going back and forth about which is better. My argument is for ubiquity, his is for speed of coding and features. Cmon...even the playing field a bit :).</description>
		<content:encoded><![CDATA[<p>Mr. Dowdell,</p>
<p>I don&#39;t think it would be too much of a stretch to ask for OpenGL 1.4 or 1.5 hardware acceleration capabilities from Flash Player. I would venture that at least 80% of your userbase can support this, probably more. I know that it would be a massive benefit for me (not doing games, doing online training for the military and utilizing basic 3D models for teaching how military hardware works would be a huge boon). Right now, my IT manager is pushing Silverlight over Flash and we are doggedly going back and forth about which is better. My argument is for ubiquity, his is for speed of coding and features. Cmon&#8230;even the playing field a bit <img src='http://coderhump.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> .</p>
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		<title>By: Jeff Johnson</title>
		<link>http://coderhump.com/archives/461/comment-page-2#comment-198</link>
		<dc:creator>Jeff Johnson</dc:creator>
		<pubDate>Thu, 02 Jul 2009 02:02:08 +0000</pubDate>
		<guid isPermaLink="false">http://coderhump.com/?p=461#comment-198</guid>
		<description>I agree with Jeff (mainly because my name is Jeff as well). Enough 3D acceleration for modest 3D graphics(openGL 1.X anyone???) and as much performance consistency as possible.</description>
		<content:encoded><![CDATA[<p>I agree with Jeff (mainly because my name is Jeff as well). Enough 3D acceleration for modest 3D graphics(openGL 1.X anyone???) and as much performance consistency as possible.</p>
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		<title>By: Ben Garney</title>
		<link>http://coderhump.com/archives/461/comment-page-2#comment-195</link>
		<dc:creator>Ben Garney</dc:creator>
		<pubDate>Sat, 27 Jun 2009 02:06:08 +0000</pubDate>
		<guid isPermaLink="false">http://coderhump.com/?p=461#comment-195</guid>
		<description>Good call. I allude to it at the end but I could probably be clearer.</description>
		<content:encoded><![CDATA[<p>Good call. I allude to it at the end but I could probably be clearer.</p>
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		<title>By: John Dowdell</title>
		<link>http://coderhump.com/archives/461/comment-page-2#comment-194</link>
		<dc:creator>John Dowdell</dc:creator>
		<pubDate>Sat, 27 Jun 2009 00:38:20 +0000</pubDate>
		<guid isPermaLink="false">http://coderhump.com/?p=461#comment-194</guid>
		<description>Oh. When reading the post, I didn&#039;t know you were affiliated with PushButtonEngine. (For the future, it&#039;s good to clealry disclose... provides context to readers.)&lt;br&gt;&lt;br&gt;tx, jd/adobe</description>
		<content:encoded><![CDATA[<p>Oh. When reading the post, I didn&#39;t know you were affiliated with PushButtonEngine. (For the future, it&#39;s good to clealry disclose&#8230; provides context to readers.)</p>
<p>tx, jd/adobe</p>
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		<title>By: Jeff Tunnell</title>
		<link>http://coderhump.com/archives/461/comment-page-2#comment-193</link>
		<dc:creator>Jeff Tunnell</dc:creator>
		<pubDate>Sat, 27 Jun 2009 00:17:32 +0000</pubDate>
		<guid isPermaLink="false">http://coderhump.com/?p=461#comment-193</guid>
		<description>One of the main reasons PushButton Labs chose to use Flash as our first platform this time around was its ubiquity.  I think it is proven that it is good enough to make great games, and they are getting better all the time.  I love the fact that we can make a game one day, then release it to a world wide audience of a billion or so users the very next day.  I have done a presentation on this, and that is more than ALL of the gaming consoles audiences in history COMBINED!  I love that.&lt;br&gt;&lt;br&gt;On the other hand, if Adobe were to include some form of hardware acceleration, there are new ranges of games that could be made.  I am a game designer that just wants to make FUN games, so I do not care if we have enough 3D power to make uncanny valley, sweat rolling off the football player characters, but I would not mind enough power to make a decent flight simulator.&lt;br&gt;&lt;br&gt;I think a nice compromise would be for Adobe to provide a level of hardware support that might reach 50-70% of the installed base.  Since Adobe can keep stats on the players, they would be able to tell developers how big the installed base is.  Then, as we are creating games, we could make the business decision to go for 1BB people or something smaller, say 500MM.&lt;br&gt;&lt;br&gt;What I don&#039;t want to see is an arms race of technology that is a constantly changing bar requiring tons of QA and product testing for many different hardware configurations.  We&#039;ve all done that in the PC market, and actually still continue to do do today.  I don&#039;t want to go back.&lt;br&gt;&lt;br&gt;-Jeff Tunnell, PushButton Labs, Managing Partner</description>
		<content:encoded><![CDATA[<p>One of the main reasons PushButton Labs chose to use Flash as our first platform this time around was its ubiquity.  I think it is proven that it is good enough to make great games, and they are getting better all the time.  I love the fact that we can make a game one day, then release it to a world wide audience of a billion or so users the very next day.  I have done a presentation on this, and that is more than ALL of the gaming consoles audiences in history COMBINED!  I love that.</p>
<p>On the other hand, if Adobe were to include some form of hardware acceleration, there are new ranges of games that could be made.  I am a game designer that just wants to make FUN games, so I do not care if we have enough 3D power to make uncanny valley, sweat rolling off the football player characters, but I would not mind enough power to make a decent flight simulator.</p>
<p>I think a nice compromise would be for Adobe to provide a level of hardware support that might reach 50-70% of the installed base.  Since Adobe can keep stats on the players, they would be able to tell developers how big the installed base is.  Then, as we are creating games, we could make the business decision to go for 1BB people or something smaller, say 500MM.</p>
<p>What I don&#39;t want to see is an arms race of technology that is a constantly changing bar requiring tons of QA and product testing for many different hardware configurations.  We&#39;ve all done that in the PC market, and actually still continue to do do today.  I don&#39;t want to go back.</p>
<p>-Jeff Tunnell, PushButton Labs, Managing Partner</p>
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		<title>By: Tony Richards</title>
		<link>http://coderhump.com/archives/461/comment-page-2#comment-192</link>
		<dc:creator>Tony Richards</dc:creator>
		<pubDate>Fri, 26 Jun 2009 23:55:40 +0000</pubDate>
		<guid isPermaLink="false">http://coderhump.com/?p=461#comment-192</guid>
		<description>&quot;I&#039;ve seen this evolution play out a lot of times in scripting languages.&quot;&lt;br&gt;&lt;br&gt;We&#039;ve seen this evolution play out a lot of times with everything, not just scripting languages, not just game engines, not even just in software.&lt;br&gt;&lt;br&gt;You simply cannot add power and flexibility without also adding complexity.&lt;br&gt;&lt;br&gt;AS3 so far has indeed done a fantastic job of straddling that line.</description>
		<content:encoded><![CDATA[<p>&#8220;I&#39;ve seen this evolution play out a lot of times in scripting languages.&#8221;</p>
<p>We&#39;ve seen this evolution play out a lot of times with everything, not just scripting languages, not just game engines, not even just in software.</p>
<p>You simply cannot add power and flexibility without also adding complexity.</p>
<p>AS3 so far has indeed done a fantastic job of straddling that line.</p>
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		<title>By: wonderwhy-er</title>
		<link>http://coderhump.com/archives/461/comment-page-2#comment-191</link>
		<dc:creator>wonderwhy-er</dc:creator>
		<pubDate>Fri, 26 Jun 2009 23:31:24 +0000</pubDate>
		<guid isPermaLink="false">http://coderhump.com/?p=461#comment-191</guid>
		<description>Hmm actually you can set AS3 to not strict mode which will allow doing what you said. I mean parent.gotoAndStop() but I think I know what you mean as there are some other examples where it is impossible to use AS3 like AS2 was used. Like child.newVar=something; is now not possible on not dynamic classes or even system being kind of harder to use in simple cases. I think it could be solved tough with better code hinting from one side and some aspect programming on other side. Tough I doubt that Adobe will go towards aspect programming anytime soon with all that ECMA4 problems...</description>
		<content:encoded><![CDATA[<p>Hmm actually you can set AS3 to not strict mode which will allow doing what you said. I mean parent.gotoAndStop() but I think I know what you mean as there are some other examples where it is impossible to use AS3 like AS2 was used. Like child.newVar=something; is now not possible on not dynamic classes or even system being kind of harder to use in simple cases. I think it could be solved tough with better code hinting from one side and some aspect programming on other side. Tough I doubt that Adobe will go towards aspect programming anytime soon with all that ECMA4 problems&#8230;</p>
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