Hi,
Speaking of platform-independent games, I know that there's a system 
called wxWindows, which enables you to write programs that work both in 
Windows and Linux. I think that both Bittornado and Juice Receiver are 
written using that system, and thus they work in both Windows and Linux. 

On another note, I was over-joyed to find out that there's a version of 
Audioquake for 
Linux as well.

Regards,
Tobias

On Thu, 23 Mar 2006, Richard Bennett wrote:

> so I am guessing that it is probably easier just to code for Windows games, 
> since that is the industry standards, or seems to be, or audio bsed games?
> ----- Original Message ----- 
> From: "Thomas Ward" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Wednesday, March 22, 2006 10:52 PM
> Subject: Re: audyssey: linux games
> 
> 
> > Hi Richard,
> > It all depends on how it is done. If you want an actual Window for your
> > game, dialog boxes, etc that stuff is pretty Windows specific. The Linux
> > graphical tool kits are specific to the Linux graphical user interface.
> > So those areas would have to be made independantly.
> > As for sound if you replaced DirectX directSound with something like
> > OpenAL then there would be no problem. There is a OpenAL SDK for
> > Windows, Linux, and Mac so cross building that would be a simple matter.
> > SDL will do good keyboard handling for either os, but if you want
> > joysticks and then DirectX and Windows is a better option.
> >
> >
> >
> > Richard Bennett wrote:
> >> That is what I have noticed, with this topic. But since I am going to be
> >> coding in C++, I don't think it would be that difficult to make the games
> >> that I will be creating able to be played on both Windows and Linux would
> >> it?
> >
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