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by jalbertoni 1215 days ago
> Yes, this is performant enough for games. Yes, it's being done in AAA games.

Every time someone says something mildly controversial about weird technology being used for UI in games, I like to point out Skyrim used Flash for its UI. Bunch of .swf files inside the packed data file. It used some weird non-100%-standard player, but it was still Flash.

2 comments

Probably used scaleform. It was used by many games. It was a massive headache for engine programmers. The thing really had very very poor performance... I think it was always heavily hacked so that it could run decently, both the actionscript side and the scaleform side. At least that's what a programmer did for a year to get something decent. I can't believe it could have ended up anywhere else with that tech. Still, it was amazing for artists.
Most likely Skyrim used Scaleform, https://en.wikipedia.org/wiki/Scaleform_GFx.

Arena Wars was one of the first games using .NET already in 2004, years before Managed Direct X or XNA came to be, with direct bindings to OpenGL. [0]

Then we have quite a few sucessful ones in XNA, some of them them ending up as quite relevant IP franchises.

Minecraft being a success, regardless of being written in Java.

Runescape, a plain Java applet that kept legions of gamers occupied.

Or for that matter the 1990's game development literature trying to move the ecosystem from raw Assembly to C, and how long C++ needed to gain traction over C in most studios. Even today many of them rather code in "C with C++ compiler" style.

Which shows that even C++ had quite an uphill being adopted by the industry.

Tech doesn't matter if game design and IP is compeling enough to make people enjoy the game.

A great engine, with a top language and bad game design, doesn't go far.

[0] -- https://en.wikipedia.org/wiki/Arena_Wars