I'm glad you're making progress. THough I voted for mac compatibility
I'm glad to sacrifice it for a fun and enjoyablefinished product.
Keep it up.

James

On 3/23/10, Thomas Ward <thomasward1...@gmail.com> wrote:
> Hi Bryan,
> Actually, I'd say cross-platform development of games is more a matter
> of finding comprable cross-platform game programming APIs rather than
> how hard or easy it is. Oh, if I want to use SDL for cross-platform
> development then it is easy enough to create Mac, Linux, and Windows
> games, but you lose a good deal of features available in a pro game
> API like DirectX in the process. Something like SDL is for all intents
> and purposes a case of choosing the lowest common denominator verses
> platform specific tools and APIs  that can give your game product
> truly outstanding performance and special features. Mac and Linux game
> APIs are a good generation behind what's available for the Windows
> platform that is a huge disadvantage for those platforms.
> There are commercial APIs such as FMOD Ex that closes the gap between
> Windows and Mac rather nicely, but then again it is a commercial
> third-party product. As I am all to aware there are licenses involved
> with something like FMOD that aren't really well suited for a small
> game studio like USA Games. It is expensive enough to license FMOD for
> one platform, but if you license it for multiple platforms the price
> goes up dramatically making it not financially feasable. There has to
> be a large enough Mac or Linux market out there for accessible games
> to make the use of FMOD  and other commercial cross-platform APIs
> finantially viable alternatives to the free native APIs.
> So in the end you might have to settle on something decent like OpenAL
> that is good, but not particularly over the top. However, as the past
> couple of days has shown XAudio2 is emerging as a rather revolutionary
> and powerful API for Windows and the XBox. So I think as XAudio2
> continues to be developed creating games with XAudio2 may offer me,
> the game developer, more advanced features and render some truly
> amazing audio environments. With something like OpenAL it will just
> offer me somewhat basic and rather generic audio support. In a feature
> by feature run down XAudio2 probably is the superior and more logical
> choice for future audio games. So cross-platform games, using
> cross-platform APIs, will only hold the games back from obtaining
> their maximum potential. At least that's how I see things currently.
> Now, I do know Draconis Entertainment is working on porting their
> games to Mac, but our situations are slightly different. Currently
> Draconis Entertainment's games such as Aliens in the Outback don't
> require a lot of high end features. For audio basically all they need
> to do is have some simple stereo panning and the ability to change the
> pitch of the starships as they land. Joystick support in Aliens in the
> Outback was always pretty generic so SDL probably could handle similar
> joystick support as the existing game now. Basically, what I am saying
> is Draconis can slide by on Mac's existing APIs because they aren't
> looking for or particularly need cutting edge audio and input support
> for a majority of their existing titles.
> However, I'm trying to create the next generation of audio games with
> highly professional 3d audio, support special game controllers, and
> basically pull out all the stops. Mac APIs don't really impress me,
> and aren't up to handling the kinds of games I want to begin creating
> in the next couple of years. For that reason cross-platform
> development isn't necessarily feasable in all cases.
>
> Cheers!
>
> On 3/20/10, Bryan Peterson <bpeterson2...@cableone.net> wrote:
>> At least not right at first. Apparently there's no easy way to do this.
>> Homer: Hey, uh, could you go across the street and get me a slice of
>> pizza?
>> Vender: No pizza. Only Khlav Kalash.
>
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