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- To: MLUG Members <EMAIL:PROTECTED>
- Subject: Re: [MLUG] Compiz (was "Parallels vs. VMware Fusion for the Mac?")
- From: Rick <EMAIL:PROTECTED>
- Date: Tue, 06 Nov 2007 16:18:12 -0600
- Delivery-date: Tue, 06 Nov 2007 16:18:35 -0600
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I'm not exactly sure how they did it, but the new Eve linux client is an
interesting beast so far. It installed a .cedega directory in my /home/
folder, but appears to just be chunks of Cedega code wrapped around the
Eve client. I would wonder how much effort it will take to support both
(or all three, in this case) platforms if Cedega is running a HAL
between the client and the system? A lot more, or hardly any more
effort? It seems that it came to life much more quickly and cleanly than
some of the past Windows -> linux ports I've seen.
I've only logged in a couple times today since installing it, and
certainly haven't stressed it much, but the new client appears pretty
solid as far as performance goes compared to the Windows client.
Rick
On Tue, 2007-11-06 at 15:43 -0600, ryan woodsmall wrote:
> 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
> EMAIL:PROTECTED
>
>
> "Be well, do good work, and keep in touch." - Garrison Keillor
--
An apple a day keeps anyone away if your throw it hard enough.
-Patrick Cassels
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