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<div class="left_inner_box_heading"><h1>[MD1] Status on Game Sprockets</h1></div>
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<p>From: Chris De Salvo (<a href="mailto:desalvo@apple.com">desalvo@apple.com</a>)<br />
Subject: NEWS: Sprockets: Present and Future</p>
<p>Hi, this is Chris De Salvo. I work at Apple on the Sprockets team and I<br />
wanted to take a few moments to very clearly state where the Sprockets are<br />
at, where they will be going in the future and what all the press releases<br />
really mean.</p>
<p>WHERE WE'RE AT:<br />
---------------</p>
<p>DrawSprocket - version 1.1.2 of DrawSprocket should be released some time<br />
next week (today is Monday, March 17). It provides some performance<br />
increases and several major bug fixes (most notably the DebugStr() call<br />
that was accidentally left in). There are also some UI enhancements to the<br />
user-select-context dialog.</p>
<p>InputSprocket - version 1.2 of InputSprocket should be released some time<br />
in the next week as well. This is a significant update and, among other<br />
things, includes the following list of improvements:</p>
<p> o Lots of bug fixes<br />
o Support for Microsoft SideWinder3D Pro joystick<br />
o Much-improved support for CH Products joysticks<br />
o Support of modifier keys for keyboard and mouse-button input<br />
o Significant user-interface improvements<br />
o Support for the Apple AppleJack controller (Pippin controller)<br />
o Improved support for Kensington multi-button mice and trackballs<br />
o Speech recognition as an input type<br />
o Public method for getting the keyboard scan from inputs<br />
o Mouse deltas<br />
o More flag bits to help tune the UI</p>
<p>SoundSprocket - SoundSprocket has not changed since the initial 1.0 release<br />
last year. There will be no new work on this in the forseeable future.</p>
<p>NetSprocket - NSp will be holding at its current release revision of<br />
v1.0.3. Currently in development is on a new low-level API that support<br />
plug-in modules and is amazingly cool. It should initially support<br />
AppleTalk, serial, TCP/IP and (hopefully) IPX. There is also a Win95<br />
version of this new layer in development. We expect this to be shipping in<br />
the next two months.</p>
<p>QuickDraw3D RAVE - RAVE isn't really part of the Sprockets project but<br />
there have been lots of questions about it. What I know is that RAVE is<br />
staying and that development will continue. QuickDraw3D is a hot<br />
technology around here right now. 3D sucks without cool hardware.<br />
Hardware is supported via RAVE. As such, RAVE isn't going anywhere. I<br />
believe that the currently RAVE version is v1.5.</p>
<p>WHERE WE'RE GOING:<br />
------------------</p>
<p>So, as you've all probably heard by now, the Sprockets team is being<br />
affected by the lay-offs which will take place some time this month. We<br />
are not being killed. I repeat, we are not being killed. In the<br />
post-layoff world I will be the technical lead for the Sprockets. Our main<br />
goal for the immediate future is to maintain the current (and soon to be<br />
released) versions of all the Sprockets. Because of this smaller task our<br />
group will be reduced in size. However, those of us here after the<br />
lay-offs will guarantee that the Sprockets continue to work on current and<br />
future versions of Mac OS. We will continue to fix bugs as they come up.</p>
<p>For products like InputSprocket that rely on plug-in drivers to support<br />
devices we'll continue to address new devices as they come on the market.</p>
<p>We will continue to provide the best level of developer support that we<br />
can. You might not get bug-fixes overnight any more but we will continue<br />
to be very accessible and very public.</p>
<p>As the new tech lead for the Sprockets project one of my personal goals is<br />
to spend as much time as I can trying to get the Sprockets moved into<br />
Rhapsody. We may not be able to get a 1:1 function call crossover but the<br />
hope is that we can persuade the powers that be to make sure that the<br />
_functionality_ is present. Rhapsody has the potential to be a really good<br />
game platform and I'm going to do everything that I can to make sure that<br />
it lives up to that potential.</p>
<p>WHAT THE PRESS RELEASES MEAN:<br />
-----------------------------</p>
<p>First and foremost, games are not dead on the Macintosh. There are<br />
millions of users who play games on their Mac. They will continue to want<br />
new games in the years to come.</p>
<p>There are millions of people who will be moving up to Rhapsody next year<br />
and they are going to want games. Believe it or not, the Mac's market<br />
share is actually growing again.</p>
<p>Mac OS is not dead!!! In fact, it is more alive than it has been in years.<br />
Copland was meant to be a replacement. Rhapsody is meant to serve a whole<br />
different set of markets. As such, the lifeline of Mac OS has been<br />
extended considerably.</p>
<p>Having a project go into maintenance mode right now doesn't mean that it is<br />
dead, and it doesn't mean that Apple doesn't care about it any more. If<br />
Apple didn't care about the technology they would just lay everyone off.<br />
The fact that they have decided to keep even a small team around to<br />
maintain things is a good sign. Apple is in a serious cash crunch right<br />
now. We've cut ourselves down to what we consider to be the absolute<br />
minimum projects and staff necessary to make a serious comeback. Sprockets<br />
are part of the stuff that is staying. Apple feels that we're important<br />
enough to continue to spend money on. If they are willing to spend _some_<br />
money, they can be persuaded to spend _more_ money in the future.</p>
<p>Operating this lean will help us save a ton of cash and get back to<br />
profitability. It will help us build up our reserves. By reducing<br />
ourselves to the minimum we can see what we really _need_ to survive.<br />
Several months from now, when the money is coming in again, and when we<br />
have a clear picture of who needs more funding and how much, the staffing<br />
and project problems that we perceive today will start to get fixed.<br />
Better late than never.</p>
<p>IN CONCLUSION:<br />
--------------</p>
<p>I know that a lot of this sounds like marketing speak. I know it sounds<br />
suspiciously like things that we've all been hearing for years. Believe<br />
me, I know exactly how you all feel. I was a commercial game developer for<br />
four years before coming to Apple to work on the Sprockets. The above<br />
statements are my personal opinions based on my first-hand observations of<br />
what has been happening here during the past several weeks. We're going to<br />
make every effort to move forward with the Sprockets and make it an even<br />
better technology. We've just had our paced slowed. But, we're here now,<br />
we'll be here tomorrow. We'll make sure that the Sprockets keep on working<br />
well into the future. Stick with us if you can.</p>
<p>Thanks,<br />
Chris De Salvo<br />
Tech Lead, Game Sprockets<br />
Apple Computer, Inc.</p>
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