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To get the best performance and any sort of "integration" under OS X,
which is apparently important to non-technical Mac users, you have to
utilize their frameworks which are built on top of OpenGL, OpenAL and
other standards. A port from Mac OS X to Linux would probably
require almost as much code as porting from Windows to Mac or Windows
to Linux.
A game company would probably be better off porting from Windows to
Linux using SDL and OpenGL, then porting straight from the Linux
codebase to OS X while sticking with SDL, then finally replacing the
SDL bits with OS X-specific functionality to keep the rabid Mac folks
happy. With winelib and products like Cedega's Cider, if the code is
anywhere near decent a recompile might be good enough.
Cross-platform game development is easy if you plan for it from the
beginning. The problem is that most companies don't even bother, and
just ignorantly act like it's still 1999. Linux (as well as the
BSDs) and OS X have come a *long* way since then, and the only reason
they're not considered triple-A platforms is apathy and stubbornness
I know there's a trade-off of developer resources and that a cost/
profit balance has to be struck, but cross-platform coding leads to
much better, more maintainable code if you do it right. That's
always been my experience, anyway...
ryan woodsmall
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"Be well, do good work, and keep in touch." - Garrison Keillor
On Nov 6, 2007, at 3:15 PM, Hargus, Diana wrote:
True, but if you are playing an mmorpg and need to do quests, it is
very handy to have a browser on one screen and the game on another :)
Diana
ps one would think if a game designer ported a game to OS X that
they would port it to linux /sigh...
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