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Development Strategy for Cross Platform Educational Software

Published by: jane 2010-03-18
  • Development Strategy for Cross Platform Educational Software What is the optimal development strategy for writing cross platform educational software? The tricky part is that it must run on both PC's and Macs, and have an online version that doesn't require administrative privileges on the user's machine. I would also like to leave open the option of porting to OpenGL/DirectX video game architecture. To make it slightly more complex, the art used in the software (and still shots of the interactive animations) will be used as illustrations in an accompanying textbook. The app is strictly 2D. The GUI will have multiple panes, interactive animations and graphing tools. As far as I can tell, it seems the best approach would be to develop the application for three separate platforms: Macromedia Flash for the online version, Java SWT for the desktop version, and use a third party game development engine for the OpenGL/ActiveX video game version. If this is true, what's the best way to organize development for those 3 target platforms? It seems that the least expensive one to develop is Flash because many Flash programmers are also artists, and they can develop an entire application so rapidly. But what steps can be taken to make it easier porting the video game from Flash to Java SWT and OpenGL/ActiveX? And how should the art be ported to a publishing application?


  • And I thought I was the only one to use the word "chunky" in describing poorly performing systems! If you need "dockable windows, file trees, diagram widgets..." I can definitely see why you'd want to use Java, since you'd be able to harness a componentized software infrastructure. Am still a little skeptical about DirectX, especially as far as dockable windows, file trees and diagram widgets. I'm sure you can do it, but it'll take some real dedication. Since you know that the DirectX step will be the hardest, I'd design from the beginning to minimize the possibility of doing a total rewrite during that port. First figure out which game engine you want to use. Architect your game with the game engine but don't write it. Then use that software architecture to begin building in Flash, then Java. At least with this approach, when you get to the hard part, you've made sure that you've got the wind at your back, so to speak.


  • The program will include very complex features. Flash performance becomes slow, unresponsive, and chunky with only medium complexity. Java SWT allows for rapid development of much more complex GUI features such as dockable windows, file trees, diagram widgets, and OS integration. The idea is to pack as much functionality into the Flash version until it becomes unwieldy for both use and development. Then add extra functionality only to the Java SWT version. The option of using DirectX is left open so that video game style responsiveness is available for a version just with features that would benefit from intense graphics and rapid user interaction.


  • Why can't you just use Flash for all of your versions? If the processing needs of the software truly require DirectX, then Flash and Java will never suffice. If Flash is sufficient, then why make a Java or DirectX version? DirectX development can be very time consuming unless you have a game engine built on that technology that you are already working from. The DirectX "draw a box on the screen" sample program is like a hundred lines of not-so-intuitive code. I've seen plenty of children's games and educational software written entirely in Flash. Maybe I'm missing something but it doesn't sound like you have any needs that truly require that you do parallel development in three completely different software architectures. If you absolutely must go with your original plan, I'd at least suggest starting with the simplest of the three first so if your project runs out of steam you still have something to show for your effort.





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