Hi Bryan, Yeah, but as I just explained to Will that's too much work. The G3D Windows version and the cross-platform version are fairly different which requires a number of changes to the MOTA code itself. Things like panning, setting volume, changing pitch, initializing an application window, etc are completely different. Different enough it would take at least a couple of weeks of editing, like I just did, to make the MOTA code compile with the new 3.0 engine. I've already done that work. Why would I go back to beta 18 and the older 2.0 Windows engine and build on that when I've already converted the code to use the new engine?
The way I see it is kind of like this. The Windows users are asking me to go back to beta 18, and create a Windows specific version. Since that isn't compatible with the new engine, is deprecated code as far as I'm concern, it would probably turn out something like this. I released MOTA 1.0 as a Windows only version using the older 2.0 engine. All future games would be designed on the new 3.0 engine regardless of how they feel about it. People would want me to upgrade MOTA 1.0, add levels, new features, and I reply, "sorry, I'm not upgrading that game, because it was built on an older version of the G3D Engine and would take too much work to upgrade." Obviously, an answer like that would go over like a led baloon. People wouldn't want to hear that because I have personally chosen to use Mac or Linux, not Windows, and have decided to move in that direction that I'm just completely abandoning everything for Windows. So I think what I'm doing is the best for everyone. I can continue to create my games using Linux or Mac, and since I plan to have at least one Windows computer around for business purposes I can cross compile/port my games to Windows. Then I can sell, maintain, and support Windows versions of my products. Otherwise its not worth my time to create Windows products as a separate product from the ones I'm currently creating for non-Windows platforms. In a way, its kind of like the way Windows developers view Mac and Linux in reverse. I've heard things like there is no money in it, they don't use Mac/Linux so its not worth their personal time, etc. In other words creating non-Windows versions of their software is going out of their way to do it. Well, I consider writing Windows versions of my games going out of my way, because I have no use for them myself. I'm using a fully operational Linux laptop with Ubuntu 10.04 LTS and that's where I spend 99% of my time. Therefore, it only seems logical that my games should be Linux compatible since that is what I primarily use on a daily basis. Cheers! On 5/25/11, Bryan Peterson <[email protected]> wrote: > Oh I'm all for that, but I almost feel it would have been better for him to > release the WIndows version first and then he could have worked on the Mac > version solidly without having to worry about possibly causing problems with > the WIndows version. > We are the Knights who saaaaay...Ni! --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
