On 11/18/2015 09:46 AM, Maxthon Chan wrote:
> Not just that, maybe we need a new TFB mechanism that is ARC- and
> Swift-proof, and maybe rewrite opal and quartzcore. The reason I suggest
> building QC on top of EGL and Wayland is because how technology layers
> from OS X maps here.

ARC is a compile-time stuff, so it's not important to Darling.

> 2) X11 is on its way out so I think we need to put our eyes on the
> future-proof things.

Which in "my approach" is Qt, because it abstracts away the graphics
server/windowing server stuff.

> 3 & 4) Metal, SpriteKit and SceneKit are for games, preferably
> distributed through Steam. If we have clones of OS X game frameworks
> then Steam (and maybe App Store) games for OS X will become one
> recompile away from being released under Linux. Game Center and other OS
> X-specific game features can be implemented by calling into Steam
> platform’s similar features.

I doubt many games for OS X use these. Most of the time, with games
ported from Windows, I see just OpenGL, OpenAL or CoreAudio, IOKit for
input and some very simple code to create a window (often in Carbon!).

-- 
Luboš Doležel

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