1. You can just use a library like GTK+ or Qt or something and write
standard IEEE-norm C++ code. This will be compilable on with
platforms.
  For platform-specific features you can use the preprocessor to en-
and disable them.
2. That's no advantage of Java.
3. If you have problems with std::system, then you can also use OO
extensions to C++ for doing this, like Boost.Process (
http://www.highscore.de/boost/process/ ) (not yet an official Boost
library) or Poco.Process (
http://pocoproject.org/docs/Poco.Process.html ).

On Sun, Mar 21, 2010 at 12:16 AM, Darien Hager <[email protected]> wrote:
> I'm currently working on a similar kind of replacement for Pakrat, so
> this is probably the "with a hammer everything looks like a nail" style
> of programming...
> ...But if I were to make a VBCT replacement I'd want to do it in Java,
> especially now that we have the whole Mac-platform news.
>
> 1. A lot of code would automatically be cross-platform, including GUI
> look/feel.
> 2. Most of the data formats it has to access (gameconfig.txt) are
> relatively straightforward, there's no need for C-level code-sharing
> with the SDK.
> 3. You can use a library like commons-exec to easily "wrap"
> vbsp/vvis/vrad in an object-oriented manner.
>
> --Darien Hager
>
>
>
>
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