home *** CD-ROM | disk | FTP | other *** search
- Newsgroups: comp.sys.mac.games
- Path: sparky!uunet!zaphod.mps.ohio-state.edu!darwin.sura.net!jvnc.net!newsserver.technet.sg!nuscc!suliman!taihou
- From: taihou@suliman.iss.nus.sg (Tng Tai Hou)
- Subject: Mac Game Programming Secrets?
- Message-ID: <1992Dec21.140134.13241@nuscc.nus.sg>
- Originator: taihou@suliman
- Sender: usenet@nuscc.nus.sg
- Organization: Institute of Systems Science, NUS, Singapore
- Date: Mon, 21 Dec 1992 14:01:34 GMT
- Lines: 31
-
- To continue my point from my previous posting, I would like to
- venture a guess as to the lack of Mac games.
-
- The reason is simple: Mac Game programming is a very black art.
- It took two years for Spectre to be perfected before being
- published. Hellcats and others probably took as long. Folks who
- have discovered how to write fast games aren't too free with
- their technique beyond a few good-intentioned pointers to queries.
- I am not faulting them - they have to make a living too.
- While there are many good Mac programming books out there, they deal
- with the general stuff. For every Mac book on graphics programming
- (about 1 !!!) there are easily 100 on the PC world for all kinds of
- languages.
-
- What can we do about it? I don't know. All I know is that we will always
- be drooling for more Mac games while the PC world eventually takes over
- our sole advantage (at least, that's the way I see it) - 640x480x256
- color resolution.
-
- Forget sound!!! No sound on the Mac can ever beat the Amiga or Sound Blaster,
- or even the Apple IIgs, in terms of price/performance/features. And the
- "thing" about hard to maintain/install/put together is disappearing
- altogether.
-
- Sigh!!!
-
- Merry Christmas.
-
- Tai Hou
- Singapore
-
-