i may trya dn put linux on to my imac under fusion if i can work out why i
can't get it to work at the moment then to play on the mac
On 25 May 2011, at 22:20, Thomas Ward wrote:
> Hi Will,
> First, I understand your frustration, but you must have missed my
> message to Phil about my plans for beta 20 which will likely be 1.0
> rc1. What I mean by that is now that I have finally merged the Windows
> G3D Engine and the Linux G3D Engine into a single cross-platform
> engine I can focus my attention specifically on levels 3 through 12,
> adding the game registration, etc. All of that shouldn't take more
> than a month. As I also said I'm looking for a mid summer release
> schedule. So you aren't going to be deaf, old, and gray before this
> thing comes out. I can pretty much say end of Auggest latest.
> Second, the problem with using the G3D 2.0 Windows engine and
> finishing MOTA using that is that the 2.0 engine and the 3.0 engine
> are not fully compatible. There are a number of differences in the
> types of parameters required to initialize certain functions, pan
> sounds, set volume, whatever.
> For instance, the FMOD Ex API which I have integrated into the G3D 3.0
> cross-platform engine has a volume range of 0.0, off, to 1.0 full
> volume. DirectSound, via Streemway, used in the 2.0 engine has a
> volume range of 0, full volume, and -10000, off. There is no easy way
> to wrap the volume controls and make them take the same range of
> parameters without a lot of extra effort.
> The bottom line here is that with differences like that in the two
> versions of the G3D Engine it is going to dramatically slow down
> development because I'll essentually be developing two different
> versions of the game instead of one. Any changes I make to the Windows
> version of the game I'll have to repete in the non-Windows version of
> the game. Meaning double the time, work, and effort to create the
> game. Not the ideal situation. And I know what you are going to say.
> "Why not completely forget about Mac, Linux, etc and just create the
> Windows version?"
> Simple. I'm no longer using Windows full time. I've already decided I
> am not paying tu upgrade to the next version of Microsoft Windows, and
> Windows 7 is basically the last version I intend to own unless I get a
> copy with a new PC. Otherwise my future will be on a Linux PC, and I'm
> looking at buying a Mac instead of a PC next time around. So Windows
> is history as far as I am concerned. At most I'll use Windows via
> Fusion, Bootcamp, VMWare, or something like that for the apps and
> games I've already purchased, but me Windows are going our separate
> ways, and because of that I intend to take my games and other software
> projects with me to the new platform. Otherwise if I can't do that
> there is absolutely no point in writing them.
> I'm sorry if that sounds harsh, but it is reality. I'm not going to
> put time into creating games and other software specifically for
> Windows users only to end up rewriting them from scratch for myself.
> That's not only stupid that's utterally pointless if there is a way to
> design the software product to meet the needs of Windows users as well
> as my needs as well. I've actually done that with the Genesis 3D 3.0
> engine. The game runs identically on Windows and Linux, and expect
> with a bit of tweeking and a few bug fixes will be a decent
> cross-platform engine. Why would I throw the lass two months of work
> away just to pander to the Windows users?
> On 5/25/11, william lomas <will.d.lo...@gmail.com> wrote:
>> hi tom et al,
>> can't you just release mota as it was in beta 18 i.e. finish the levels and
>> be done with it?
>> all these betas are now getting rediculous, i know you and I want mac
>> support as well Thomas but most of us are on windows, not Linux.
>> I'll be dead by the time you release a game you actually have created
>> yourself *smile* or too deaf to play.
>> You keep on saying how you are irritated with the project, and all of us on
>> the list here can empathize but surely if you just worked on the other
>> levels beta 18 was fine as it was in my view, and then you can work on
>> titles like an fps game, that you as a developer, really wish to work on.
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