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What's In Your Toolbox?

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Big things are made of little things. Making things at all takes tools. We all know it is not the chisel that creates the sculpture, but the hand that guides it. Still, having a pointy chisel is probably better to break the rock than your hand.

In this article, I'll enumerate the software tools that I use to put together various parts of my software. I learned about these tools by reading sites like this one, so feel free to contribute your own. I learned how to use them by setting a small goal for myself and figuring out whether or not the tool could help me achieve it. Some made the cut. Some did not. Some may be good for you. Others may be good for you.

Software Tools


#NameUsed ForCostLinkNotes
1Cocos2d-xC++ Graphical FrameworkFreewww.cocos2d-x.orgHas lots of stuff out of the box and a relatively light learning curve. We haven't used it cross-platform (yet) but many have before us, so no worries.
2Box2D2-D PhysicsFreewww.box2d.orgNo longer the default for cocos2d-x :( but still present in the framework. I still prefer it over Chipmunk. Now you know at least two to try...
3GimpBitmap Graphics EditorFreewww.gimp.orgAbove our heads but has uses for slicing, dicing, and mutilating images. Great for doing backgrounds.
4InkscapeVector Graphics EditorFree
www.inkscape.orgOur favorite tool for creating vector graphics. We still suck at it, but at least the tool doesn't fight us.
5PaperGraphics Editor (iPad)~$10App StoreThis is an incredible sketching tool. We use it to generate graphics, spitball ideas for presentations, and create one-offs for posts.
6SpineSkeletal Animation~$100www.esotericsoftware.comI *wish* I had enough imagination to get more out of this incredible tool.
7Physics EditorSee Notes$20www.codeandweb.comCreates data to turn images into data that Box2D can use. Has some annoyances but very solid on the whole.
8Texture PackerSee Notes$40www.codeandweb.comPuts images together into a single file so that you can batch them as sprites.
9PythonScripting LanguageFreewww.python.orgAt some point you will need a scripting language to automate something in your build chain. We use python. You can use whatever you like.
10Enterprise ArchitectUML Diagrams~$130-$200www.sparxsystems.comYou probably won't need this but we use it to create more sophisticated diagrams when needed. We're not hard core on UML, but we are serious about ideas and a picture is worth a thousand words.
11ReflectorSee Notes~$15Mac App StoreThis tool lets you show your iDevice screen on your Mac. Which is handy for screen captures without the (very slow) simulator.
12XCodeIDEFreeMac App StoreCocos2d-x works in multiple IDEs. We are a Mac/Windows shop. Game stuff is on iPads, so we use XCode. Use what works best for you.
13Glyph DesignerSee Notes$40www.71squared.comCreates bitmapped fonts with data. Seamless integration with Cocos2d-x. Handy when you have a lot of changing text to render.
14Particle DesignerSee Notes$60www.71squared.comHelps you design the parameters for particle emitter effects. Not sure if we need it for our stuff but we have used these effects before and may again. Be sure to block out two hours of time...the temptation to tweak is incredible.
15Sound BibleSee NotesFreewww.soundbible.comGreat place to find sound clips. Usually the license is just attribution, which is a great karmic bond.
16Tiled QTSee NotesFreewww.mapeditor.orgA 2-D map editor. Cocos2d-x has import mechanisms for it. I haven't needed it, but it can be used for tile/orthogonal map games. May get some use yet.

Conclusion


A good developer (or shop) uses the tools of others as needed, and develops their own tools for the rest. The tools listed here are specifically software that is available "off the shelf". I did not list a logging framework (because I use my own) or a unit test framework (more complex discussion here) or other "tools" that I have picked up over the years and use to optimize my work flow.

I once played with Blender, the fabulous open-source 3-D rendering tool. It has about a million "knobs" on it. Using it, I realized I was easily overwhelmed by it, but I also realized that my tools could easily overwhelm somebody else if they were unfamiliar with them and did not take the time to figure out how to get the most out of them.

The point of all this is that every solid developer I know figures out the tools to use in their kit and tries to get the most out of them. Not all hammers fit in all hands, though.

Article Update Log


5 Nov 2014: Initial Release

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