Indie game developer. Runs a software company in Greece. Author of the open source game engine Sylphis3D (http://devnet.sylphis3d.com/). Creator of the iOS game "Pop Corny". Blogs at http://kalogirou.net/
Posts by Charilaos Kalogirou
  1. Porting your iOS game to Blackberry Playbook (and future BB10 phones) ( Counting comments... )
  2. Porting your game from iOS to Android ( Counting comments... )
  3. Writing portable code: A process full of gain ( Counting comments... )
  4. Launching on the AppStore in the year 2012 ( Counting comments... )
  5. My game design hat ( Counting comments... )
  6. Game Pre-Mortem ( Counting comments... )
  7. Debugging hard to reproduce bugs ( Counting comments... )
  8. Optimizing for the instruction cache ( Counting comments... )
  9. Take your time (off) ( Counting comments... )
  10. Predictable garbage collection with Lua ( Counting comments... )
  11. Keep your mallocs close, and your related mallocs closer ( Counting comments... )
  12. From Python to Lua ( Counting comments... )
Technology/ Code /

Lately, I am spending some of my time into porting my game engine to the Android platform. It is a rather refreshing, interesting, rewarding and also frustrating experience. All at the same time. The process helped me learn new lessons and remember some old ones I had forgot.

Getting confortable

First of all I realized once again that we people get comfortable. And oh boy we get comfortable! I remember myself a few weeks back being frustrated with XCode 4 and how it was slow and sluggish compared to XCode 3, how I don’t like the new environment, etc. Well, no more! All it took was a few days in Eclipse. Dialog windows popping up behind the main window, >500ms on most clicks on files, kitchen & sink user interface, can go on forever, and all you really basically get at the end of the day is just a smart editor and debugger that only works for the Java part. Compare that to XCode with its memory profilers, time profiles, filesystem profilers, network profilers, battery optimizers, the very helpful OpenGL state inspector and logger, there is really no relation. I had forgot how it was to develop on other platforms, and how amazed I was initially with the special treatment that Apple gives to developers with its tools. What amazed me more is that I don’t come from such a “comfy“ background. The initial version of Sylphis3D was developed in parallel on Linux and Windows, mostly using no IDE at all, and I never found the tools a problem. As it turns out hardship builds character, while comfortness breaks it.

Portable software is good for you

Building portable software is highly valued in my mind, because it helps you be a better software engineer while making better quality software at the same time. You get to learn many different development environments, understand their design decisions, workaround platform differences, think further ahead, etc. All these require you to get a deeper understanding of your code and your dependencies. Always pushes towards a more organized code structure and reveals bugs that would otherwise go unnoticed until Murphy’s laws decides it is the worst time to trigger.

So if you are a software engineer, don’t get too comfortable with your development and target environment. No matter how attractive that environment makes it! Make your code portable, to keep yourself and the code in better shape. After all wouldn’t it be cool to run your code on a future toaster?!

This post was also posted on Thoughts Serializer