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."
With Halloween fast approaching, it's a great time to get in some practice defending your territory against zombies. In Graveyard Shift, you take aim at zombies and other creepy-crawlies, blasting them into splatters of cartoony green guts. It's a casual first-person shooter, and it's very easy to get the hang of - use the mouse to aim, click to fire. Graveyard Shift has at least 15 levels, and it might even have some secret stages I haven't unlocked yet.
They key to getting good at Graveyard Shift is learning to use ...
