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In this article I discuss my choice of coding style and also touch on functional programming. It’s something I’ve been studying for a while and I’m slowly trying to introduce into my work. Both these things will affect the style of code I post on this blog.

More Physics

Physics will play an important role in this game and the performance of the physics engine is a crucial factor. I’ve spent a bit more time tweaking the comparison and trying out ideas.

Physics Engines

UPDATE: Samuel tweaked my wall demo and it’s now keeping up with the big boys! I need to run a few more tests before making a final decision but I guess the key thing is to abstract it away and then it makes switching much easier. The BabylonJS plugins are great for this so that will certainly be a factor.

I’ve considered a number of different languages to write a game in. From C to Elm. Certainly C is the most widely used. Elm probably being the least widely used. Ruby is what I use most these days. So why did I choose JavaScript? Let’s take a brief look at languages I considered and why I ruled them out.

I’ve been a professional software developer for almost 20 years. I’ve written a lot of website applications and I absolutely love what I do. I’ve used ASP, Assembler, Bash, Batch, C++, CSS, HTML, Java, JavaScript, Ruby, SQL and dabbled with many more. My real passion, however, is writing computer games.