Florian lives in Munich, Germany. He started his programming career with Perl.
After programming C/C for some years he discovered his favorite programming language C#. He did work at Siemens as a programmer until he decided to study Physics. During his studies he worked as an IT consultant for various companies. After graduating with a PhD in theoretical particle Physics he is working as a senior technical consultant in the field of home automation and IoT. Florian has been giving lectures in C#, HTML5 with CSS3 and JavaScript, software design, and other topics. He is regularly giving talks at user groups, conferences, and companies.
He is actively contributing to open-source projects. Florian is the maintainer of AngleSharp, a completely managed browser engine. Thanks for your compliment - always appreciated. Regarding the performance question: I lack the experience in deploying HTML5 apps for iOS / Android (here I use mostly the native tools or the Xamarin stack; I deployed web apps, but unfortunately not a single game).
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However, I guess it can become a bottleneck (quickly). The mobile browsers are inferior to their desktop equivalents in terms of performance. Yes, they also do some optimizations and tricks, but most browsers are at least 1 year behind their desktop counterparts I think JS itself is not the bottleneck, but rather the connection to the HW in terms of drawing. But considering the low power ARM CPU inside mobile devices I still feel like Alice in Wonderland regarding the performance.
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Hello, I spent many months learning and developing a Tower defense game. Although I finished pretty much all of the code and the game itself, I never actually managed to find decent art, and having no art abilities myself I abandoned the project. I have decided to put it on github as a nice full reference implementation of a game.
Also note, I have not gone in and cleaned up any code, done any kind of work or prettying up before posting it here, this is basically a random stopping point from when I got a little burned out and just ran out of motivation. I wish I was gifted in art like some of you =) Note not all the art is public domain, and some code was copied here and their, can't say the entire thing is able to made public domain. Also the game was built on top of AndEngine GLES1, which has a different license you can find here: andengine.org Github link: Here is a doc I made so you can get a idea of some of the features: EpirisTD (BETA) is a innovative and new tower defense game. Currently 6 open maps allow building complicated mazes on THE largest maps available on the marketplace (2048x2048) pixels! You may build 50 Towers which include 5 tiers of upgrades, but don't worry once your towers are fully upgraded you may invidivualy boost stats and functionality of your towers, including damage, range, speed, affects, purity and finally access to each towers ULTIMATE. Towers offer the most unique attacks on the marketplace, some will root enemies in place, stun them completely or silence them to prevent them from casting abilities.
Did I mention your enemies are intelligent hordes of wizards and swordsman, who have unique abilities themselves, including removing your stuns and snares, healing eachother and offering boosts of speed or teleportation. Achievements can be unlocked to earn you game points which can be redeemed to upgrade your towers and give special bonuses and affects. Fast forward and level skipping both available, challenge yourself by having a unlimited number of enemy waves spawning in paralell. Currently a survival game mode that never ends is the only game mode available, but many more are in the works. EpirisTD is in very early BETA and should only be downloaded by those who want a sneak peak of a work in progress and offer feedback for features and balancing.