We probably need to rearrange libraries a bit since the current layering is just too messy.
Foundation technology stack: libc -> libobjc (implement NSObject here) -> gnustep-corebase (with TFB classes implemented here) -> gnustep-base Graphics technology stack: EGL (my suggestion) or gnustep-metal -> gnustep-qe -> gnustep-opal -> gnustep-gui Audio technology stack: ALSA -> gnustep-coreaudio (with Audio Units) Using Qt will result in Qt interfacing code being embedded deep into gnustep-gui (NSWindow at least, maybe even GUI elements) which may break some OS X apps that uses QC or CG to draw their own UI elements. EGL is a few layers lower and actually maps to the layer of OpenGLES that QC on iOS works on so we can just build the graphics stack iOS style. > On Nov 18, 2015, at 16:52, Luboš Doležel <[email protected]> wrote: > > > > 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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