Filed under: Features, Adobe, DLS Interviews
Talking Open with Adobe's Dave McAllister

Dave's involvement in Open Source pre-dates the creation of the term itself. As a key member of the Silicon Graphics team in the early 1990s, he was involved in key OSS projects like OpenGL. McAllister also co-founded Cassatt and helped develop pioneering cloud computing solutions based on 37 open source projects.
When he was hired on by Adobe in 2006, McAllister went right to work, sitting down for a meeting with his new CTO and asking "When can I Open Source the Flash player?"
That hasn't been fully possible yet, due in no small part to the presence of technologies within Flash that Adobe must license from other vendors - like the h.264 codec. Flash player's foundations - things like the SWF, FLV, RTMP, AMF, and FlashCast specifications - are all published.
The Flex SDK, Blaze DS, and ActionScript virtual machine are also fully open source, and Adobe grants full patent use on all these things, which allows developers to go wild and produce cool things like the Pushbutton Game Engine. "If we can't open source the code," Dave told me, "we will open how it was built."
So, just how good at time waster games are you? Think you've got the stuff? Well, The World's Hardest Game 2.0 doesn't think you do.
Yes, amazingly, it's possible to have a sequel to a game called "The World's Hardest Game". It doesn't seem logically possible, since if the first one was actually the world's hardest, how could another one come along and share the moniker? It made me doubt the name in the first place. That is, until I tried the game.
The mechanics of the game are very simple. You are a small red square, ...
