History

FFWD started as when we ported Max and The Magic Marker as a launch title for WP7 in an extremely short timeframe. At that time we tried to do as little framework as we could, because we were sure that it would slow us down. That meant that we used XNA specific classes as much as we could, and didn't follow the Unity API closely when there was An Easier Way (TM) of doing it. In retrospect that coused us a lot of pain as we had to hand port all of our scripts.

The next step for FFWD was the game Tentacles. Where Max is a 2D game, so we could do some massive shortcuts for rendering, Tentacles is full 3D, so we had to make full 3D support. Incidentally it was also where FFWD took form as a real framework - and got babtized. For this version we tried to go as close to the Unity API as possible, which made porting the game a lot easier. The tools used in Unity also got more streamlined. Unfortunately there were still a lot of pain points. The script conversion was not totally automized, which meant that even though we could port most of the code much easier than for Max, there were still some things that needed hand porting. Furthermore Tentacles was being actively developed in Unity while we were porting, and keeping up with which scripts have changed was especially problematic.

For the current version of FFWD we decided to rip apart a lot of what was causing us pain for Tentacles. We fixed some of the large incompatibilities that was still remaining and agressively pursued automatically porting scripts. So the current version has a lot fewer pain points when doing active development in Unity on the side. We have also replaced the use of FBX'es with exporting meshes directly from Unity. Animation support, which was very limited in Tentacles has also been improved drastically by exporting from Unity.

Bottom line - at the current state the framework is much better suited for being used fore more projects than earlier on. So we deem it safe for use for others than ourselves. Therefore FFWD has begun it's new adventure as an open source framework. Hopefully a lot more games will be made with it and it will become a lot better.