Source Control and Coding

June 24, 2007 · Filed Under game dev, software · Comment 

I knew I would use source control right from the start. There are a couple reasons. First, it just makes sense as a best practice. It provides a good form of backup and offers a way to revert to earlier versions of code in case I get into trouble. Second, I want to be able to switch between multiple computers for development. I have a home-brew WinXP system and a Mac Book Pro laptop. The laptop is great for working outside on the deck, especially in the mornings when it’s cool. At other times, I can work in on the PC in the basement. Source control allows me to easily work from various systems and keep the code in sync.

I selected Subversion. It’s quite popular and has good clients for both platforms. The CollabNet Subversion package for Windows was a breeze to install and configure with the built in svnserve. For Windows, I’m using the Subversion client TortoiseSVN, which is a shell extension that integrates with Explorer. On the Mac, I’m using svnX.

Once the clients were connecting on both platforms, I started creating ActionScript classes based on the Technical Design document. On the Mac, I’m coding in Flash. On Windows, I’m using Notepad++. I’ve completed the skeletal structure for the classes and written some of the lighter functions. I’ve also setup a couple of XML structures to store game related data. Next comes the real fun, displaying objects on screen and controlling them.