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Writing an Engine

When I started to work on my first indie game under the Recharge Games banner, I wanted to start with an existing library. I’d just spent almost six years working on the Playground SDK for PlayFirst, and was sick to death of writing game engines.

After doing a survey of what was available for Android in May of 2010, though, I came to the conclusion that none of the contenders would do everything that I wanted. And so I started working on my own engine. It couldn’t take that long, right?