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Type Safe Dictionary with Default Support

The following KeyValueMap class is a functional replacement for ActionScript 3.0’s built in dictionary. KeyValueMap provides you with some additional functionality that is not available in the built-in class. The first is that KeyValueMap has default support. The primary benefit of this is to simplify the code needed when using a traditional dictionary. You can safely [...]

Libraries, Frameworks and Engines

What exactly is the difference between a library, a framework and an engine? These terms get tossed around, sometimes interchangeably, which can obfuscate some of the fundamental technology we use when developing a game. Today’s brief article strives to clarify the relationship between these three important terms.

Flash Player Version Checker

It’s called the bleeding edge for a reason. In our hurry to target the latest and greatest features in the most up to date Flash Player version, we can find ourselves in a sticky situation where buggy, but “valid” Flash Players can create a less than enjoyable game playing experience. At best our games will [...]

Writing Maintainable Code and the Single Responsibility Principle

There are situations where it makes sense to code like a banshee. Perhaps you have a deadline in six hours, or you are prototyping some code that you’re going to throw away before starting on the final implementation. In these types of situations, you generally will hurt your progress by over engineering the task before [...]

Improving Your Coding Habits With Design Patterns

“Design patterns” is probably the most used software engineering buzz word out there. This article will give a basic introduction into the concept of software design patterns, describe some of the design patterns that are most useful in game development, and point out some of the challenges when using design patterns.