Posts Tagged: webdu


14
May 10

webDU 2010 – Caleb Adam Haye – Continuous Integration

Session Detail

To be discussed will be the overall concept of continuous integration, detailing the overwhelming benefits (and challenges) of employing a continuous integration strategy into your Flash Platform development paradigm, which transcends the build process into a science, rather than a black art. We will also cover concrete approaches to implementing continuous integration. Specifically, best practices for developing rich internet applications on the Flash Platform, with an emphasis on Flex/AIR development.  Some of these concepts include: PureMVC integration, generating documentation, setting up project dependencies, integrated unit testing with FlexUnit, and elegant deployment – all autonomously.
By Caleb Adam Haye

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13
May 10

webDu 2010 – Mike Downey – Casual Gaming, what developers should know

Another video of the webdu 2010 conference in Bondi Beach, Sydney.
I’m sorry the battery of my nexus one died during the session, so you have only the first 40 minutes :/

Session Detail

In this session you will learn about development, deployment, and distribution, leveraging multiple technology platforms. Mike will also talk about some of the work that Microsoft is doing to make casual game development easier, faster and more flexible. He will also demonstrate some of the exciting innovations planned for gaming on the upcoming Windows Phone 7 Series devices.
By Mike Downey

Anyway here are the videos
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11
May 10

WebDU 2010 – Michael Plank – Component Architecturel

Hello,

I will be posting some videos of the webDU 2010 sessions.
The first one is the component architecture done by Michael Plank

Session Details

Conventional game architectures enjoin you to use an inheritance based class hierarchy which often ends up in having huge type hierarchies and bloating base classes which you have to extend. This makes it really hard to reuse certain parts of the game. Component-based game architecture is a completely different approach to creating games. The idea is to assemble the game from small pieces so called components. This design uses composition instead of inheritance and enables you to develop highly reusable parts. Michael gives an introduction to component-based development and how it was used in the Flash realtime multiplayer strategy game DeltaStrike.
By Michael Plank

Here are the videos
Continue reading →