ok that makes sense.
On Sep 17, 2010, at 12:28 AM, Thomas Ward wrote:
> Hi Brandon,
> The reason is because the RS Games client was written in Python.
> Python is a runtime language, that is it requires a third-party
> runtime environment, and a Python program in theory will run on any
> computer where there is a compatible Python runtime environment and
> modules. So, for example, if I write and compile a Python 2.6 program
> on Linux I can redistribute the compiled pyc files to any Mac or
> Windows users and have them run the program provided they have Python
> 2.6 installed on their Windows or Mac machine. That is why Python is a
> build once run anywhere type language.
> Now, if the game were written in C or C++ then you would have to have
> a Linux, Mac, and Windows machine to compile it on each platform. The
> reason is because C/C++ is a native language and is compiled directly
> to a native executable that doesn't require some third party runtime
> environment. If you cut out that middle man, the runtime environment,
> that means you have to take some extra steps in order to produce a
> true Mac, Linux, or Windows program using C or C++.
> The Up side to using a native language like C/C++ is you have more
> direct access to the operating system, it performs better, but you
> loose cross-platform portability in a lot of cases. The upside to
> using Python is that you have that cross-platform design from the
> start, but lose some performance on account of using a runtime
> environment. Plus if there isn't a package that gives you access to
> some specific native API for Python you end up having to write your
> own wrappers to support that native API. So as you can see there are
> pros and cons to each type of programming approach.
> On 9/16/10, Brandon Misch <bmisch2...@gmail.com> wrote:
>> if you guys didn't have a mac, then how did you make the mac version of the
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