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Re: A question to everyone...
Steve Baker wrote:
> You also need a cross-platform audio solution. My own PLIB
> does that for fairly simple requirements - or you could look
> at OpenAL. I don't know enough about SDL to speak to it's
> audio portability - it's probably OK.
I was primarily planning on using OpenAL (haven't done a
shred of sound code for the project yet, so I can change
my mind) but after recent events I'll have to track its
momentum more closely to ensure I wouldn't be backing a
dead API.
Otherwise, I'd fall back to generic SDL audio. The SDL
audio API seems adequate if not excellent (about on-par
with basic OSS featurewise, but with the OSS bugs hidden
away).
> OpenGL is absolutely standard between all platforms (although
> the Windoze version is OpenGL 1.1 with all the 1.2 and 1.3 stuff
> added as extensions by the driver writers).
Good, good!
> MacOS-9 is considerably harder to deal with - everything about
> it is weird - you'll really need a MacOS expert to help you port
> stuff.
Have most Mac-gamers moved to MacOSX (or are very likely to within
a year) or has adoption been slow?
> Well, if you are trying to cross-compile for Windoze under Linux,
> you have some considerable difficulties to surmount.
Oh, I wouldn't do it that way. It's cute, but so tricky.
> * If you are writing a commercial game - just suck it up and buy
> a Windoze machine to do compiles on.
This is the way I'm set to go. Or, rather, I'll annex a
musician or artist's mswindows machine to double as a win32 test
build platform. ;) No budget to spare on yet another mswindows
license, and, you know, it's not like I love to throw money at
megacorps at the best of times...
Thanks for the input!
--
Adam D. Moss . ,,^^ adam@gimp.org http://www.foxbox.org/ co:3
But not us (no never) no not us (no never)
We are far too young and clever