Hi Philip,

That is very good to know. As I mentioned in my earlier message to the
list I'm currently looking at replacing one of my computers with a
Mac. Recently my old desktop, we used as a family computer, gave up
the ghost over the Christmas holidays. Now, my wife and I are in the
process of discussing replacing it. If we do decide to replace it with
a Mac I'll be interested in porting my current projects, including the
Genesis 3D Engine,  to Mac OS. If you happen to release a copy of BGT
for Mac before I get there I'd probably consider buying a license for
the port.

However, that said the APIs for Linux and the APIs for Mac OS are not
that different. For example, I have a rough idea of how I'm going to
create the Mac OS and Linux version of the Genesis Engine. I'll begin
with writing a middleware library similar to Streemway that wraps
OpenAL and loads wav, ogg, and other open source file types and mixes
them with OpenAL. For things like threading, serialization, etc I'll
use the cross-platform boost library. Finally, input, networking, and
the window manager will be handled by SDL 1.2. I believe that this
would provide an excellent basis for any game engine targeting the Mac
or Linux operating systems.

Although, there is an alternative way of handling this. SFML already
has a decent networking API, supports OpenAL via sfml-audio, input
handling is fine, threading works pretty good on Linux, and the only
complaint I have is the window manager. It works fine on Linux, I hear
it works fine on Mac, but crashes the OS on Windows. So SFML sounds
like the best solution for a Mac specific engine, but I wouldn't
consider SFML for a Windows engine based on its buggy window manager.

Still I agree with you that at this point Mac is a developers second
choice in terms of operating system to support.  While Linux is fine
as an operating system most of the Linux users I know left Linux in
favor of the Mac. Plus because Mac OS is a commercial operating system
 the majority of the people using it are willing to pay money for
commercial software. All too many Linux users I know are hung up on
the free and open source view and absolutely refuse to pay for
commercial software in any way, shape, or form. They expect software
for Linux to remain free, open source, and without commercial
licensing. That is unrealistic considering the fact I have to license
music, sounds, and so on that costs me hundreds of dollars per game.
The Marxist view that all software should be free, shared, community
property is fine to a certain point, but doesn't work if we are
dealing with capitalist companies out to make a buck for everything.
Therefore since we live in a capitalist society I have to run my
software company that way to make a buck myself to continue producing
said products.

In short, I agree with you. Mac is probably my next choice as well. It
has nothing to do with weather I like Linux or not. I've just
concluded the money isn't really in it. Between the fact there are
less users their and the fact too many are hung up on Marxist idiology
it will be very hard to market a commercial product there. If I can
produce Linux versions inexpensively and make a few extra on it fine,
but Mac and Windows seam to me to be the most financially viable
markets long term.


On 1/22/11, Philip Bennefall <phi...@blastbay.com> wrote:
> Hi Thomas,
> Just to enter in this discussion a little. I am actually considering buying
> a Mac when I have enough money saved up. I'm not very interested in Linux,
> so I believe that when I do eventually begin the work of porting BGT to
> another platform it'll be on Mac to start with.
> Kind regards,
> Philip Bennefall

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