> >  :) i dont think anyone intended that :)
> 
> Thanks, Aaron - email is easy to misread.  :)

  ahh.. it happens all the time.. thats the beauty of email. you
  just dont see the facial expressions to really know how to take
  the info :)

> > not all those low level routines are highly optimized either :(
> 
> Some things are better not to know.  :)

  yeah.. :P 
 
> >   there is a way around it, provide a 3rd party shared library
> >   specifically for graphics, or gaming in specific. developers
> >   hook that shared library, instead of doing direct screen access
> >
> >   inside their code - isolate the "bad" code to the library,
> >   which, when new hardware is released, gets updated - and in
> >   turn updates a lot of games that use it.
> >
> >   just a thought.. its come across my mind a few times.. it also
> >   can fix a lot of os/device specific issues that may exist..
> >
> >   most of my blitting code is open, found in Cube3D and Burning.
> >   i would be interested in developing such a library, time is the
> >   biggest factor.. not much of that available really :)
> 
> This IS an interesting idea.  Of course, if Palm were to provide this
> library (or at least officially approve this library) then it would
> be (by definition) legal, and free to developers.  The only issue I see
> is distribution - might every game would needlessly include a copy of
> this library, and possibly some library versions would be out of
> date.  The alternative is equally problematic - requiring the user
> to find and install the latest version of the library.

  i would not do it unless Palm got behind it, and made it a system
  extension that a user could download from www.palm.com (much like
  the IR update). obviously, versioning control would be required,
  and a simple check can be made in your own apps :)

  the notion of being "Palm" specific just is not good too.. the
  library would have to be "PalmOS specific" - that is, work with
  all licensee's too :)

  you probably would have to ship a copy, or explain where to get
  the library. the library would of course use API's in the place
  where an optimization is not possible.

  updated releases can provide optimizations for new devices - in
  this case, so no biggie here :)
 
> But all this is avoided if Palm has a graphics manager API which
> gradually increases its functionality to support whatever hardware
> is present.  But I see your point - if not enough licensees also 
> implemented some version of this API, then the API would be valueless,
> since we'd have to program our own versions for each Palm device anyway.

  not really :) if Palm added it to the OS, how will you support
  existing users? by writing a shared library - you support everyone
  from 3.0 (current base) and forwards.

> I guess you've made a good case that it's unrealistic to try to solve
> all our compatibility problems, but I still think it is realistic to 
> add a few calls to solve some of our problems.  If you and I can create
> software versions for all the devices, Palm should be able to, also.

  it is a problem - we break compatibilty because of it :) however,
  like i said, it must work on *all* devices, not just Palm hardware.

> Until then, your "open source library" method is a great service to
> developers.  If they can't access a library officially, at least
> they can access a collection of open source code to add to their 
> software.  It's just not dynamicalyl extensible to new devices.

  who knows, maybe it can happen :)

  anyone out there that wants specific features of such a library,
  zap me a few specs.. tell me what you'd want from a library, and
  maybe its possible to whip something up..

  off the record, i'd see:

    - real page flipping
    - optimized blitting routines
    - tweaking for specific controllers
      (ie: EPSON SED1375/1376 allow cool gfx features)

  roger: is this something we can look into?

// az
[EMAIL PROTECTED]
http://www.ardiri.com/    <--- free games!


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