Writing simple, real-time games for GNOME
Sep 02, 2010, 14:04 (0 Talkback[s])
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"Chris Lord shares his experiences and six laws of writing
simple games for GNOME, using Clutter.
"At GUADEC 2010, my colleagues and I did a talk, Everything you
wanted to do in Clutter (but were afraid to ask)", which covered
some of the things that we don't often see people doing with
Clutter. My part of this presentation was focused on writing
simple, real-time games. I chose Clutter as one of the primary
tools to achieve this, but I hope the tips I gave would apply
equally well to a game written in any library. In this article,
I'll elaborate on what I presented.
"The GNOME community contains many talented application
developers, and yet you see very few games. In particular, there
are very few real-time games. This is probably down to a number of
reasons, but one of those reasons may be that the focus of writing
games is very different to the focus of writing applications.
"Writing applications, your top priorities tend to be stability,
usability and maintainability. An application often goes through
several developers in its lifetime, so keeping the code tidy,
readable and adhering to best practices pays off immeasurably.
Likewise, applications are often used for critical work, and to
increase productivity, so they are of no use if they aren't stable
and they aren't understandable. GNOME's focus on ease-of-use
produces great applications that are often used even in corporate