Hi Charles,

Yeah, I certainly understand that. I know that the audio, joystick
support, etc was much better in the Windows version of the G3D Engine,
and I even agree beta 19 seems like a step backward instead of
forward. The problem is that I want and need a completely
cross-platform solution that basically does what DirectX does that
will allow me to build  high quality games  for my OS, Linux, and
still be able to produce Windows versions for my customers as well.

That said, if Allegro doesn't pan out I'm just going to have to
compile a Windows specific version of MOTA for Windows, and forget it.
 I'll be unhappy about having to maintain a version for an OS I no
longer use, but my customers will be happy at any rate.


On 6/12/11, Charles Rivard <woofer...@sbcglobal.net> wrote:
> My thoughts are that if a game relies on accurate sound, then you should go
> with what produces the most accurate sound.  To a lot of people, MOTA's
> nineteenth beta is like a game for the sighted gamer that has poor graphics.
> Direct sound gave the best, smoothest, and most accurate sound.  If that
> cannot be used, the I suggest taking the time off of game development to
> work on the custom sound API for the G3D engine If the sound equals or comes
> very close to the sounds created with direct sound.  Poor graphics won't
> sell to the sighted gamer, and poor or inaccurate sound won't sell to the
> blind gamer.  Jumpy performance just won't work for some people once they
> have heard better.
> ---
> Laughter is the best medicine, so look around, find a dose and take it to
> heart.

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