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- Newsgroups: comp.sys.mac.games
- Path: sparky!uunet!mcsun!sunic!liuida!isy!isy!ingemar
- From: ingemar@isy.liu.se (Ingemar Ragnemalm)
- Subject: Re: Mac Game Programming Secrets?
- Message-ID: <ingemar.724952971@isy>
- Sender: news@isy.liu.se (Lord of the News)
- Organization: Dept of EE, University of Linkoping
- References: <1992Dec21.140134.13241@nuscc.nus.sg>
- Date: 21 Dec 92 15:49:31 GMT
- Lines: 61
-
- taihou@suliman.iss.nus.sg (Tng Tai Hou) writes:
-
- >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'd like to modify this a bit:
-
- - There are quite a few programmers who know how to do. Assembly language
- with some hand-optimization is most of the "secret".
-
- - The biggest problem with Mac programming being hard is not that it is,
- but that it is rumored to be hard.
-
- - I believe Mac users are a bit more demanding concerning compatibility.
- We always have the window system running. A game can't be allowed to take
- over the entire computer just like that. If possible, they should run in
- windows on the desktop. Are there many games running under MSWindows? Are
- they fast? We have quite a few.
-
- >I am not faulting them - they have to make a living too.
-
- I just have to say one thing: Project Storm, Arashi. Source available.
- I just wish I could get my hands on filled polygon routines... Meanwhile,
- I'll stick with sprite stuff.
-
- >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.
-
- What we would need is to develop some freely available code for the most
- important things (fast) just to get more programmers started, without
- having to reinvent the fast graphics routines. Juri Munkki have already
- given us his solution to vector graphics.
-
- >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.
-
- You're saying "Macs are expensive". Still, they are selling well, which means
- that the numbers are increasing. Besides, I believe Apple is planning some
- new Macs that will improve price/performance a bit. (I'm seriously hoping
- for twice the performance for the same price within half a year.)
-
- --
- Ingemar Ragnemalm
- Dept. of Electrical Engineering ...!uunet!mcvax!enea!rainier!ingemar
- ..
- University of Linkoping, Sweden ingemar@isy.liu.se
-