Wow. Well, Windows, mac and maybe iOS is a fine triplet to go for, but now I 
see how hard it is. Maybe I'll get a windows VM, or if bootcamp is accessible 
I'll get a windows cd to make a partition for that. Maybe give it 100GB, to fit 
the games I like.
Devin Prater
[email protected]



On Mar 24, 2013, at 8:30 PM, Thomas Ward <[email protected]> wrote:

> Hi Devin,
> 
> Cross-compiling and developing for other operating systems is a highly
> complex subject. There are a lot of difficulties in choosing the right
> language, right APIs, and even then there are differences between the
> operating systems that makes it impossible to come up with a so-called
> one size fits all solution.
> 
> For example, I have a game engine written in C++ that does run on
> Windows, Linux, and Mac. However, the problem is that I have to have a
> machine here running all of those operating systems to cross-compile
> the games, and I'm not exactly happy with all the APIs available for
> the engine.
> 
> Right now my cross-platform version of the engine is using SDL 1.2.13
> for handling a basic window manager, handling game input, and for
> audio. Its okay, but Microsoft's DirectX technology is a superior game
> API and it isn't available for non-Windows platforms. That puts me in
> between a rock and a hard place in terms of writing games.
> 
> If I use the cross-platform version of the engine Windows users will
> be without advanced features such as force feedback for joysticks or
> without the ability to have advanced audio because SDL just doesn't
> offer it. Therefore the quality of my games would suffer not because
> of anything I did, but because I chose to use a inferior API for the
> engine in order to maintain cross-platform capabilities. If I use the
> Windows version of the engine based on DirectX I have access to all
> the advanced features, but can't just take it over to a Mac or Linux
> PC and cross-compile it without a major rewrite.
> 
> What I've discovered in researching the problem I can get some decent
> solutions for two platforms but not for three platforms. Maybe there
> is one that works fine for Windows and Mac, Windows and Linux, but
> none that works for Windows, Mac, and Linux that are of the quality
> and standards I'm looking for and are affordable.
> 
> Yes, I know Draconis has there engine for Mac and Windows, but it took
> a lot of time and work to do so. As I understand it they basically had
> to write their own game development APIs from scratch rather than use
> SDL or something like that. Even so at this point it only supports
> Windows, Mac OS, and iOS but not Linux. So its not exactly all
> inclusive either. So anyone even thinking cross-platform development
> has a rough road to travel.
> 
> Cheers!
> 
> On 3/24/13, Devin Prater <[email protected]> wrote:
>> Yes, from what I've seen, they aren't. Now if only we had a game engine for
>> everyone that was inclusive of other operating systems? Would one have to
>> own a mac to even code/compile for it? Wait, Java works on everything right?
>> But then, most audio games use TTS that other systems don't have, so java
>> wouldn't work well with audio games on my mac. I gave my pc to my sister, so
>> I'll have to find a VM. Anyways, perhaps BGT could do it, but I doubt Philip
>> would want to expand into mac stuff, since everyone seems to think that
>> windows is all there is. I know Draconis has made an engine that is
>> inclusive, but that is only available for them.
>> Devin Prater
>> [email protected]
>> 
> 
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