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- Newsgroups: comp.sys.mac.games
- Path: sparky!uunet!mcsun!news.funet.fi!ajk.tele.fi!funic!nntp.hut.fi!vipunen.hut.fi!jmunkki
- From: jmunkki@vipunen.hut.fi (Juri Munkki)
- Subject: Re: Mac Game Programming Secrets?
- Message-ID: <1992Dec22.231856.22772@nntp.hut.fi>
- Sender: usenet@nntp.hut.fi (Usenet pseudouser id)
- Nntp-Posting-Host: vipunen.hut.fi
- Reply-To: jmunkki@vipunen.hut.fi (Juri Munkki)
- Organization: Helsinki University of Technology
- References: <1992Dec21.140134.13241@nuscc.nus.sg>
- Date: Tue, 22 Dec 1992 23:18:56 GMT
- Lines: 91
-
- In article <1992Dec21.140134.13241@nuscc.nus.sg> taihou@suliman.iss.nus.sg (Tng Tai Hou) writes:
- >The reason is simple: Mac Game programming is a very black art.
-
- Oh? You can find everything you need from Inside Macintosh. If you
- only do graphics, parts I and VI are sufficient for someone who
- wants to write a color game.
-
- >It took two years for Spectre to be perfected before being
- >published.
-
- It takes years when you are unsure that you will ever make money
- with the thing. I bet this was the problem with Spectre. A weird
- looking game like Spectre is very hard to market. Splashy graphics
- are much easier to sell.
-
- >Hellcats and others probably took as long.
-
- John Calhoun wrote most of his games in very quick succession while
- he was still learning to do animation on the Mac. I think the important
- thing was that he was enthusiastic about writing the games.
-
- >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 guess Ingemar's sprite kit and my vector animation kit don't count.
-
- >I am not faulting them - they have to make a living too.
-
- There are more and more Mac games out there. It seems to me that
- every week I can bring a new game or game demo to our meeting at
- the office.
-
- >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.
-
- Most of those PC books are probably full of fluff.
-
- Face it, the Mac grahics architecture is really very simple. It's
- just a rectangular frame buffer. Most screens come with a very
- simple color lookup table as well, although you can never count on
- it. (The PowerBooks don't have color lookup tables)
-
- Most basic graphics and animation texts give algorithms that work
- as they are with the Mac architecture.
-
- You should be good at writing code for the 68K. This is probably
- much easier than writing code for the Intel processors. Even if
- you can't write a single line of assembly language code, you can
- write games if you just don't try to do too much.
-
- >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.
-
- First of all, although many Macs now come with 640x480x256 resolution, you
- should also design for other sizes and other screen depths. The machine
- I use most has a 640x400x16 screen with no color lookup table.
-
- Even so, QuickDraw is very good at giving you information on what kind of
- frame buffers you have available. On the PC's, you have to be a real hardware
- hacker to find out what kind of video you have available. Most standard
- PC graphics libraries are either slow trash or they lack something you
- really need. On the Mac, you can always use QuickDraw for non-critical
- parts.
-
- >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.
-
- If I want background music, I'll play a nice CD on my stereo. The Spaceballs
- soundtrack (cost me $2) goes nicely with Maelstrom.
-
- Sound effects are totally within the capabilities of the Mac. On the Mac,
- you are almost guaranteed to have sampled sound output.
-
- The Macintosh isn't any harder to program than the other machines.
- There are fewer capable Mac programmers who are interested in doing
- games. With the gaming generation kids gravitating towards Amigas and
- PCs, it's no wonder.
-
- If the Macintosh becomes increasingly popular in homes and schools,
- we'll see more quality games on the Macintosh.
-
- --
- Juri Munkki Windsurf: fast sailing
- jmunkki@hut.fi Macintosh: fast software
-