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Mac OS X: Game Developer's Playground

Mauro Notarianni writes: "In the Stepwise article, 'Mac OS X: Game Developer's Playground,' Troy Stephens writes, "Mac OS X has the potential to be a superb launching pad for doing game development.' The author describes how 'Cocoa's developer productivity benefits, when combined with Mac OS X's strong support for technologies such as OpenGL and QuickTime, can empower game developers to create the custom production tools they often need in a fraction of the programmer hours it takes on other platforms.'"

218 comments

  1. The Biggest, hardest step by Anonymous Coward · · Score: 3, Insightful

    is getting all the companies writing in DirectX to start using OpenGL more often. Get some more of those damn cool PC games ported! Especially the MMORPGs!

    1. Re:The Biggest, hardest step by tanuki_x · · Score: 0, Offtopic

      If you want more portable games, why not write them using SDL? It seems perfect for the job...

    2. Re:The Biggest, hardest step by jordan_a · · Score: 1

      When you program in SDL you still need OpenGL to handle all the 3D programming, using SDL is just a nice way of hiding all the windowing code.

    3. Re:The Biggest, hardest step by Anonymous Coward · · Score: 0

      I don't quite see the point, since Microsoft just bought OpenGL from SGI. It's over.

    4. Re:The Biggest, hardest step by henrik+ostman · · Score: 0

      Ehh? M$ did NOT buy OpenGL! Nobody owns OpenGL.. They just bought some stuff from SGI, that are related to OpenGL.

    5. Re:The Biggest, hardest step by dzym · · Score: 1

      DirectX is much more than a graphics lib: it's also useful for things like having a standard way of accepting input, which OpenGL (being, of course, graphics-oriented) doesn't handle. And then there's sound output. These are all things that Microsoft has done to ease writing games and apps for win32. OpenGL ... is only for graphics.

      SDL on win32 is a wrapper for DirectX. How would you get developers, who target only win32 systems, to potentially lower performance of their games by inserting a(nother) wrapper layer over the already complex system?

    6. Re:The Biggest, hardest step by BitwizeGHC · · Score: 2

      They bought nonexclusive licenses to some key SGI patents related to OpenGL. Not the patents themselves. I only found this out recently; it's a relief because OpenGL is "safe".

      --
      N4st0r, trixx0r h0bb1tz0rz! Th3y st0l3 0ur pr3c10uzz!
    7. Re:The Biggest, hardest step by Anonymous Coward · · Score: 0

      Not only that, DirectX Graphics has better feature sets than OpenGL, which makes OpenGL unattractive. By the time OpenGL 2.0 get finalized, it won't be relavant anymore.

    8. Re:The Biggest, hardest step by Anonymous Coward · · Score: 0

      But how safe IS OpenGL? Can Microsoft embrace and extend OpenGL? If they can, they will. They pretend to support a competitor's product (like Java), and say, "hey this is great, we'll include it in Windows!" Then, extend and b-r-e-a-k. When they release MS OpenGL, it's dead on non-MS platforms.

      Thanks for the info though, this was some scaaaaary rumor. I wish Microsoft would quit being buttheads. I'd buy their stuff if they didn't piss me off so much.

      Imagine New Kids On The Block trying to force the people to like them long after they've ceased being relevant, in the natural order of things. That's how I view MS. They would buy the rights to gay little goatees, just to stop Backstreet Boys and NSync from having them. Everybody suffers, and instead of being written up as an important part of history, and Bill Gates as a great businessman, they'll go down in history as being crooked swindlers who held technology and open communication back for years before they were dethroned. And Jeez, I read the Bill Gates deposition, and what an A-hole! It basically went like this:

      Q: did you send this email?
      a: no.
      Q: it says Billg@microsoft.com-
      A: I didn't send it.
      Q: who did?
      a: my computer.

    9. Re:The Biggest, hardest step by ethereal · · Score: 1

      It depends on what you mean by "send"...

      --

      Your right to not believe: Americans United for Separation of Church and

    10. Re:The Biggest, hardest step by Anonymous Coward · · Score: 0

      Yeah, BillG's justified it in his own mind, and being a smartass on every single question - I read the docs too.(not the same AC as above) He'd try to think like a lawyer, using the literal meaning whenever possible, just to make the lawyer constantly rephrase - and eventually pissing off Judge Jackson (formerly a pro-Microsoft judge) so bad that he blasted them in public.

      *My fave* is:

      Q:Did you tell Ballmer you were going to piss on Netscape?
      A:I don't recall.
      Q:I have a copy of your email.
      A:I didn't TELL him, I e-mailed him.
      Q:Okay, did you E-MAIL Ballmer and tell him you were going to piss on Netscape?
      A:I don't recall.
      Q:Does this refresh your memory? (holds out email)
      A:No.

      I also love how they claimed Apple's Chief of Software, Avie Tevanian, didn't have enough technical knowlege to testify about MS trying to kill Quicktime. And how Bill said he *heard* a rumor that they were being sued by Sun over Java, but he didn't pay attention. And how Bill doesn't know approximately what percentage of the desktop Windows has.

      30%? I don't know.
      5%? Maybe. Don't know. I heard we're doing okay.

      And I especially love how Bill said they were going to start shredding all documents and encrypting emails so they couldn't be subpeopna'd or read by the courts in the future. I'll bet $100 they lose their keys when the court asks.

      Ghilly

  2. Not likely by eulevik · · Score: 0, Interesting

    Objective-C would limit your platform to Mac OSX and NextStep. Not a wide market.

    Games are written in C++ these days. Portability is more important than productivity only on Mac OSX.

    1. Re:Not likely by dair · · Score: 3, Insightful

      The article is talking about internal tools though - not the final shipping product, but all the little pre-production tools that get written along the way.

      Since most of these are written on a pretty ad-hoc basis without any real design, a RAD approach does make a lot of sense.

      -dair

    2. Re:Not likely by tbien · · Score: 3, Informative

      Sorry, but maybe you should read the article before you comment it. The article talks about tools for games development, not the games themselves.

    3. Re:Not likely by scrutty · · Score: 3, Informative
      Limit your platform !?
      Don't forget GNUStep. Also , notice that NEXTSTEP's and Apple's and GNUStep's (and pretty much the defacto) Objective C compiler is gcc. So you're saying that Objective-C limits your platform to anywhere gcc is ported ! Thats not really what I would call a portablility issue !

      Now if you had pointed out that making use of High level Cocoa classes would restrict you pretty much to Apple until GNUStep caught up then you might have had a point. But Objective-C ? gcc and GNUStep-Foundation look pretty damn portable (and Free) to me, mate.

      --
      -- Oh Well
    4. Re:Not likely by Anonymous Coward · · Score: 2, Informative

      I have just started to develop on the OS X platform using the Apple developer tools and online tutorials, as well as Aaron Hillegass's brilliant Cocoa Programming for OS X book (the link is to Amazon, there was also a review of it here on Slashdot). Some resources I have found indispensible have been:

      www.cocoadevcentral.com
      & of course,
      developer.apple.com

      It is a nice environment to program in, although I am finding the objective C and the size of the framework to be the main hurdles. Still, there are so many great resources online and packaged with the developer tools from Apple (a free download with tons of documentation and examples), that I am slowly learning.

      Hewligan
      My Blog: BrainMess

    5. Re:Not likely by norwoodites · · Score: 0

      The original editor for Quake or Doom (I forgot which one) was made on a NeXT with Objective-C for fast development.

    6. Re:Not likely by sconest · · Score: 2

      It is DoomEd.
      See here

      --
      Guvf vf abg n EBG zrffntr
    7. Re:Not likely by Anonymous Coward · · Score: 0

      Objective-C makes sence for the plattform specific part (screen handling, user input, sound) - since Objective-C can be mixed with C++ it is possible to write a portable game engine and do some frontend stuff in Objective-C.

  3. This is not true by Anonymous Coward · · Score: 0, Informative

    Most development, are made just filling in already made game-templates. These templates are called "Game-Engiens", and have names such as Unread, Quake and so on. _alot_ off games are based on these. Unread engien are sold for 100'000$ to other game developer to make there games. Implementing a new game is almost just scripting the NPCs and loading some fansy GFX.

    1. Re:This is not true by TheAJofOZ · · Score: 2
      Most development, are made just filling in already made game-templates.

      Most of the time in your life when you want something done you pay someone else to do it. However, the fact still remains that *someone* has to actually do it or it won't get done. It doesn't matter that a lot of games are made by using licenced game engines, someone has to create the game engine and Mac OS X will be very useful for that.

  4. Cocoa! by ciryon · · Score: 4, Interesting

    I have just started developing with Cocoa and it's really great. The "Application Builder" works flawlessly together with the "Interface Builder". It's also easy to port your *nix programs to Mac OS X. I need to take a closer look on Objective-C though, since I don't feel like using Java.

    Apple is also providing excellent documentation and tutorials.

    Ciryon

    PS. I am actually running Mac OS X on an old iMac G3 300Mhz with 64MB RAM. And it's not that slow actually!! The 10.1 update really speeds things up! Great work, Apple!

    1. Re:Cocoa! by TheAJofOZ · · Score: 4, Informative
      I have just started developing with Cocoa and it's really great. The "Application Builder" works flawlessly together with the "Interface Builder".

      More significant than this though is that you have so much choice about how you develop. You could choose to use Apple's free Project Builder (called "Application Builder" in the parent post) and Interface builder. You could just use one or the other or you could use something completely different. BBEdit is very popular for editing text files - mostly HTML but is quite suitable for code as well. JBuilder is available for the Java types or you can really cut loose and go command line. My work environment is a combination of OS X, vim and ant. You could also use make, autoconf, emacs, XEmacs, gvim or heck go wild and use ed!

      OS X lets you work the way you want to work. You can choose your work environment or switch between them and then you can go a step further. You can choose which API you wanted to work with. You can quite happily combine Carbon, Cocoa, the BSD layer , Java and X-Windows into the one application. That level of choice just doesn't exist anywhere else. That's before you get into things like Real Basic (VB work-a-like) and MetaCard (HyperCard work-a-like). Oh and did I mention perl? Tk? TcL? Qt?

      Pretty much any Linux (or other UNIX) tool can be run on OS X and most Windows development tools lock you into using that particular tool. On Mac OS the tools work together so well that you can select the right tool not just for the application but for each part of the application. Do yourself a favour, go out and actually try development on MacOS (even if the target is for another OS) before you make up your mind about it's worth.

    2. Re:Cocoa! by tdelaney · · Score: 2, Informative

      You forgot Python, which has Obj-C bindings on Mac OS X (there are actually modules for both Cocoa and Carbon bindings so you can write first-class Mac OS X apps in Python).

    3. Re:Cocoa! by smagoun · · Score: 2, Interesting
      You mentioned JBuilder, so I'm gonna plug the experiement I did yesterday. I have a heavily-upgraded PowerMac 7600 (pushing 6 years old) that I've installed OS X.1 on. Currently the machine is running a G4/450 accelerator. It's not exactly a speed demon, but it still manages to surprise me on occassion. I use JBuilder every day at work on a 733Mhz Pentium 3/RDRAM with a graphics accelerator. We develop under JDK 1.3, the same version that is included with OS X.

      Yesterday I decided to install JBuilder on the powermac to see if it would actually be useful. To my surprise, the JBuilder UI is actually *faster* on my powermac than it is on the Pentium - noticeably so. This is running at the same resolution (1024x768), same bit depth (24-bit) and with anti-aliased fonts in the editor on the powermac. This was using the 'metal' look and feel; the Aqua-native look and feel was, regrettably, slow. Even so, I was pretty amazed. Compiles are slower on the powermac, which didn't surprise me that much, considering the Powermac's high-speed bus (50Mhz, woohoo) and slower disk.

      I'm going to be gunning for a new DP Powermac for work. If an upgraded 6 year old machine can keep up with last year's Pentiums, I can't wait to see a DP G4 with fast disks....

    4. Re:Cocoa! by Anonymous Coward · · Score: 0
      Do yourself a favour, go out and actually try development on MacOS (even if the target is for another OS) before you make up your mind about it's worth.

      Heh.. fat chance. I really can't see dropping two grand just to have the opportunity to play around with some different development tools. Maybe if you could buy a decent Mac for around $500 - $600 then I'd buy one just for those purposes.

      Don't get me wrong, I dig the whole OSX thing, but if Apple wants people to develop stuff for their platform they need to have a hard look at their pricing structure.

    5. Re:Cocoa! by Toraz+Chryx · · Score: 2, Informative

      you might find it interesting that Apple just (without telling anyone) released 933Mhz and 1Ghz PowerMac G4's

    6. Re:Cocoa! by Anonymous Coward · · Score: 0

      As the matter of fact, OS X is *slow* on my G3 300mhz walstreet notebook. Initial version of OS X did install on the laptop, however version 10.1 froze up diring installation.
      But I do have only 32 megs of ram.

      P.S. Linux PPC runs great on it!

    7. Re:Cocoa! by LMariachi · · Score: 1

      Dual 1 GHz G4s, at that!

    8. Re:Cocoa! by Toraz+Chryx · · Score: 1

      damn straight, I believe the words MAXIMUM FAST apply Motorola should get their finger out and deliver the G5 though :)

    9. Re:Cocoa! by Anonymous Coward · · Score: 0

      buy a used mac. They still work, and they don't age as fast as x86 systems. You can run OSX on a mac that's 6+ years old; they cost $100 on ebay (powermac 7500)

    10. Re:Cocoa! by foobar104 · · Score: 2

      You can choose which API you wanted to work with. You can quite happily combine Carbon, Cocoa, the BSD layer, Java and X-Windows into the one application.

      Almost. The one big thing that I've found OS X to be lacking is the dlopen()/dlsym() API for dynamic loading of shared objects. This certainly won't be a big deal for most people, but it's made it a litle harder for me to port some of my existing code to OS X.

    11. Re:Cocoa! by Anonymous Coward · · Score: 0

      Word to the above. I use primarily XEmacs, cvs, and ant with a little vim on the side on my TiBook. Best devel environment I've ever had out of various windows set ups (cygwin and visual), solaris, linux. I haven't used any of the cocoa shit but doing java or web app development is awesome.

  5. Potential by ReluctantBadger · · Score: 0, Offtopic

    "Mac OS X has the potential to be a superb launching pad for doing game development". It may have the potential, but is there the market? The volume of Mac games has always traditionally been of the low side, not because of the limitations of the technology, but the number of consumers to make games software profitable.

    1. Re:Potential by TheAJofOZ · · Score: 4, Insightful
      Market share is redundant (the moderators were right), the Mac is used to create tools to aid the development of the game. The target platform may or may not be a Mac. For creating little utilities quickly it is extremely hard to beat Cocoa. To give you an indication you can create a text editor with support for formatting (bold, italic, underline, different fonts, etc, etc, etc) *and* images (added to the document via drag and drop) in less than 30 lines of code and about half an hour (files save out to rtf). Oh, and that includes an as-you-type spell checker.

      You used to develop applications quickly in VB, now Cocoa has gone above and beyond, letting you build *good* applications quickly.

    2. Re:Potential by Anonymous Coward · · Score: 0, Redundant

      God how pathetic.

      There are any number of quality RAD Win32 development tools, e.g. Delphi, and no need to muck about with another machine. Your example is about 5 minutes work in Delphi, if that.

      You people need to live in the real world. Macs are a niche market and will never be anything else.

  6. Mac OS X may be... by night_flyer · · Score: 0, Flamebait

    ...a Game Developer's Playground
    but with macs holding < 4% of the market it is not a viable playground...

    --


    Thanks to file sharing, I purchase more CDs
    Thanks to the RIAA, I buy them used...
    1. Re:Mac OS X may be... by boaworm · · Score: 2

      We all have to start somewhere. If the Macintosh can provide a good solid ground for rapid (cheap) game development, as well as a good platform for the gamers to play, then why not ?
      The machines does look a lot better than most common PC's, they have nice keyboards and mice etc. And MacOS X is a *nix, which does bring things to its edge, since all slashdotters loves *nix :-)
      If there were as many good games available for the Macintosh as for the PC, i'd definitly concider getting myself a Mac next time. I think its worth those 50 % extra money to get rid of windows once and for all anyways =)

      --
      Probable impossibilities are to be preferred to improbable possibilities.
      Aristotele
    2. Re:Mac OS X may be... by jgerman · · Score: 4, Insightful

      You have to realize that the box you do your developement on and the target box for the game need not be the same architecture. Many stages of developement can be done on one machine and cross-compiled to the other. I haven't tried it yet, (probably never will because I really don't have the desire to write for windows), but it would be relatively easy to set up a developement environment in Linux that builds an executable for Windows, and to launch the program for testing over a Samba share on the Windows side. So doing the same from a Mac to Windows shouldn't be that difficult.

      --
      I'm the big fish in the big pond bitch.
    3. Re:Mac OS X may be... by Wonderkid · · Score: 3, Interesting

      ...yes but if more people write great apps for MaxOS, then more people will buy Macs. And the new cool iMac is a great gaming platform. Something few comment on is that it's built in wireless networking (airport) mean you could play multi-player games via 802.11. (Assuming it is supported in the games of course.) It is these 'vertical market' applications that can transform a platform.

      --

      O'WONDERWe're working on it.

    4. Re:Mac OS X may be... by night_flyer · · Score: 2

      We all have to start somewhere.

      The primary purpose a game is produced, is to ::gasp:: make money. with < 4% of machines being Macs, a smaller % running OS X and a smaller % yet of those machines being used by gamers, there isnt enough money to let programmers/producers/distributors/resellers put any in their pocket.

      --


      Thanks to file sharing, I purchase more CDs
      Thanks to the RIAA, I buy them used...
    5. Re:Mac OS X may be... by Anonymous Coward · · Score: 1, Insightful

      Everyone seems to have forgotten DOOM. The original DOOM development was done on NEXTSTEP -- from the same NeXT later bought by Apple that now gives you Cocoa. And it sold zillions of copies on PCs. As did Quake (more NEXTSTEP development). All the tools used then have evolved.

    6. Re:Mac OS X may be... by Stormie · · Score: 5, Informative

      ...a Game Developer's Playground
      but with macs holding <4% of the market it is not a viable playground...

      I know that actually reading the article will just slow you down, but if you'd bothered, the emphasis was on developer. The guy was talking about how quick and easy it was to develop tools for his Playstation development on a Mac. Not about playing games on a Mac.

    7. Re:Mac OS X may be... by TheAJofOZ · · Score: 2
      you could play multi-player games via 802.11. (Assuming it is supported in the games of course.)

      Just to clarify (or correct depending on what was actually meant) - Airport is integrated into Mac OS the same way the modem or ethernet is so the game only has to support network play, not specifically airport.

      One other correction from this thread (but not the parent post), Mac's have about 5% market share not 4% - hence the Steve Jobs quote: "5 down, 95 to go". Also, 5% market share is a *huge* number of computers. There are more people who use Macs than people who buy Proserpine Cane Growers Suger but I assure you the Proserpine Cane Growers are making plenty of money. You don't need to target Windows to make money in the computing world - you just need to target an audience.

    8. Re:Mac OS X may be... by Chainsaw · · Score: 3, Insightful

      It might be easier to make money in the Mac market. Almost all PC games are available via warez channels seconds after official release. Mac games are very hard to find, which makes you buy games more often since it's not worth the time searching for something you want.

      --
      War is one of the most horrible things a human can be exposed to. And one of the worlds largest industries.
    9. Re:Mac OS X may be... by Zenin · · Score: 4, Insightful

      The article is mostly talking about building games, and the ability to create the tools to do so.

      That said, think about the market for the "highend" gamers. You know...the %4 of us that actually buy a GeForce 3 when they first come out? Many such gamers would love to move off of Windows, especially the 98 variants. While Win2k helps a lot, in the end it's still Windows. Many are pushing for Linux to be the next great gaming OS, so much so that more then a few major game companies have already targeted it (even if not completely successful, ala Loki). Linux however, has a long, long way to go (to be very, very kind).

      If all the "hot new games" start coming out for Mac (even if they also come out for Windows and/or Linux), it suddenly makes Mac an extremely attractive system for gamers. Gamers of course, being the only people who own a computer that are likely to actually buy a new one before 2030...

      Now, if building games on Mac is easier, faster, and thus results in better games to market sooner...

      If building a game under Mac implies open standards such as OpenGL instead of DirectX, thus enabling the game to target Mac, Windows, Linux, etc without nearly so much trouble...

      The math becomes easy. Develop under Windows and we sell to say, 90% of the market. Develop our game under Mac and we sell to 100% of the market (5% Mac lets say another %5 Linux/Other)...AND we get to market faster AND our development is cheaper... The choice is clear, IMHO.

      --
      My /. uid is better then your /. uid
    10. Re:Mac OS X may be... by cpt+kangarooski · · Score: 1

      Have you ever tried to _play_ Doom on a NeXT Cube? I have... It runs at something like 0.5 fps.

      --
      -- This and all my posts are in the public domain. I am a lawyer. I am not your lawyer, and this is not legal advice.
    11. Re:Mac OS X may be... by billcopc · · Score: 1

      The difference between PC and Mac is like Ford and Toyota.

      Toyotas are somewhat 'prettier' according to the general populace, and they might last longer than the other guy. They're also made with the complete idiot in mind; it's a car for everyday people, not just wrench heads.

      Fords are more 'core', they don't make their vehicles look like they're smiling. They don't use kids in the TV commercials in a shameless attempt to grab naive young moms. And their cars tend to die a little younger than their asian counterparts if you treat them equally. However their cars are designed with the hobbyist's aftermarket in mind. You can rip out parts and upgrade the engine/tranny if you have the slightest idea where you're going.

      That's how I see Mac vs PC. Macs work well, they're nice machines for the common user, and you can't do shit with'em unless Steve Jobs said you could (licensing). Sure, there are a few clever folks who have learned the arcane art of Mac tweaking, but it is grossly undocumented and beyond the reach of 99% of their userbase. I don't see myself desoldering stuff on the mobo just to push a G4 from 500 to 550mhz. Na-uh!

      PC's are cobbled together from a bunch of different sources.. board from Asus, cpu from AMD, ram from Micron, etc. You can make a sucky PC, or you can build the '68 Mustang of all boxen. Or what if you've already got a piece of shit ? You can swap things out and make it better at minimal cost. Get that queer TNT2-M64 out of there and throw in a Radeon or Geforce2. Throw in a Globalwin heatsink and clock that mutha' out! Or what if something breaks ? Don't ship your entire box to the manufacturer or store, just throw out the dead part and buy another one, then send it back on RMA and sell it off when it comes back.

      The bottom line is that it's still a debate on Quality vs Hackability, with many people on each side. There is little point in battling between these factions, but it is good to remind ourselves the mindset behind each of them, instead of just mindlessly bashing one another.

      --
      -Billco, Fnarg.com
    12. Re:Mac OS X may be... by tbien · · Score: 2, Informative

      Does anybody here really cares to read the things he/she is replying to???

      The topic is game development!

      For that you need some tools with which you get a certain job done fast and clean - Objective-C/{NextStep,OpenStep,Cocoa} provides just that!

    13. Re:Mac OS X may be... by Spencerian · · Score: 3, Informative

      The whole point to a good OS development platform is that you can use one platform to develop for ALL. The Mac "market share" BS does not apply in this discussion. If you disagree, try developing a Java or C++ app on Windows with ONLY the software provided in the retail or OEM release and get back to us. You can't. Mac OS X, as with any good *nix distro, contains a full suite of dev apps. Apple's are notable because they give you a full-featured IDE, not just the compilers.

      Mac OS X contains EVERYTHING necessary to write for anything right now. And yes, its a new OS and Apple hasn't documented everything with crystal clarity, but this is the first OS I've noted with intraplatform compatibility not only at the desktop level, but the developer level as well.
      /.

      --
      Vos teneo officium eram periculosus ut vos recipero is.
    14. Re:Mac OS X may be... by smagoun · · Score: 2, Insightful

      I agree 100%. In other news, TBL didn't use the NeXT platform to develop the WWW because NeXT had virtually no market share, and everyone's favorite game, DOOM, also wasn't developed on the NeXT because it had virtually no market share. I will be updating the history books accordingly.

      </sarcasm>

    15. Re:Mac OS X may be... by Anonymous Coward · · Score: 0

      How is that insightful? You want mac games? They are out there in newsgroups. You just aren't looking in the right place. I'll admit there aren't a lot of them but that is because of lack of demand.

    16. Re:Mac OS X may be... by Anonymous Coward · · Score: 1, Interesting
      Fords are more 'core', they don't make their vehicles look like they're smiling. They don't use kids in the TV commercials in a shameless attempt to grab naive young moms. And their cars tend to die a little younger than their asian counterparts if you treat them equally. However their cars are designed with the hobbyist's aftermarket in mind.

      Keep dreaming. If a Ford product development person heard you say this, they'd gasp in horror -- that's certainly not the message they want car buyers getting. The hobbyist market you speak of is a tiny fraction of Ford's sales, and I assure you that concern for them plays little or no role in deciding a vehicle's design. Families with kids, on the other hand, most certainly do -- and if you haven't noticed any kids in their commercials, you haven't been paying attention.

      To most people, a car is a means to an end, not an end in itself. Same with computers, which is why Macs are superior to PCs for most people. That Macs have such a small market share relative to PCs now can be attributed to (1) the fact that the Mac's advantages can't be boiled down to a few numbers, like clock speed, and (2) the fact that most computer-illiterate people, when looking for advice on what sort of machine to get, end up talking to some geek who loves tinkering and thus prefers PCs. I used to be one of those guys -- built a few computers of my own, salivated over the latest hardware, ran Linux and FreeBSD, and hated Macs. But eventually I outgrew that phase and discovered that, lo and behold, Macs were better for my day-to-day needs, because they had a simpler interface and required me to jump through fewer hoops to get the most common tasks done.

      And now that OS X is out, if I get the urge to tinker, I've got lots of options on the software side -- at least as many as Windows gave me. And while Mac hardware tinkering is out of the reach of the average Mac user, PC hardware tinkering is also out of the reach of the average PC user. But if you really enjoy tinkering with PC hardware (which means a bit more than just assembling your own box out of parts), then Mac tinkering is quite possible.

    17. Re:Mac OS X may be... by Refrag · · Score: 2

      I believe (and he can correct me if I am wrong) that John Carmack developed Quake on a NeXT system. Mac OS X is essentially NeXT, so I see no reason for you to slight it as a development platform based on Quake's extensive success. Grame Devine (also of id Software) also uses a Mac for all of his work.

      --
      I have a website. It's about Macs.
    18. Re:Mac OS X may be... by uglyduckling · · Score: 1
      I think your conclusion is probably right, but perhaps your analogy isn't (as in, I don't buy the car thing).

      I would /love/ to own a Mac, but can't possibly afford them. I've been able to build a nice PC by buying and upgrading bits gradually over the past few years. I've finally ditched Windows now that Linux supports most of the hardware that I love, (getting my ATI TV Tuner working was the final hurdle) and I'm pretty happy with my machine. If I had had to go the Mac way, I would probably be stuck with a 6-8 year old machine cos that's all I could afford, probably with a string of over-priced USB, firewire or SCSI peripherals like CD burners, DVD etc. when IDE devices would have done a fine job.

      There is a downside to the pre-packaged mac, too. One of my friends is a graphic designer, and he has a G4. We're sure there is something wrong with it - it runs like a dog (a big, fat, lazy dog) and has recently started taking ages to print even simple jobs. The supplier claims there is nothing wrong with it. If it were a PC I would play with the BIOS, try some different RAM, stick my harddrive in it and see if my apps ran more slowly etc. At the moment we are trying to come up with some benchmark stats that might prove that it is running more slowly than a G4 would be expected too. If we don't manage that then he's stuck with £2000 worth of crap.

    19. Re:Mac OS X may be... by RevAaron · · Score: 2

      Quake and Doom were developed under NeXTSTEP. Carmack loves NeXT as a platform for both the end user as well as the developer. He's made various statements in his .plans throughout the ages and still dedicates his love to NeXTSTEP, OpenStep, Rhapsody and Mac OS X.

      --

      Working toward a usable PDA environment in the spirit of Newton OS: Dynapad
    20. Re:Mac OS X may be... by fitten · · Score: 1

      I'll be the first to admit that I don't know the reasoning behind why NeXT was used to develop those things. However, many times people use what they have available to develop their ideas at the start because, well, that's all they have.

    21. Re:Mac OS X may be... by fitten · · Score: 1

      Spending $100 (maybe up to $1000 with all the other stuff) more to get an arguably very nice development suite isn't usually the make/break point for software (or game) developers. Even with buying a semi-high-end Windows box *and* spending the extra $$ on the development software you still weigh in less than the average Mac box. Another thing (in response to another post) is that many Macs haven't been super game machines. Good, yes, but not super. An example here is the new iMac. It has a Geforce2MX in it. In the Windows world, this is an OK card for low-end games but it is not acceptable for many game players now, much less for newer game engines for which it is unacceptable (http://www.anandtech.com/video/showdoc.html?i=158 0). I'll be honest and don't know all the specs of the iMac (like what can be upgraded or not, if anything) but given that the iMac is introduced with "substandard" video card with respect to the game engines that are currently out and those coming soon, I wouldn't recommend the iMac as a gaming platform.

    22. Re:Mac OS X may be... by Anonymous Coward · · Score: 0
      I'll be the first to admit that I don't know the reasoning behind why NeXT was used to develop those things. However, many times people use what they have available to develop their ideas at the start because, well, that's all they have.

      NeXTs weren't exactly common machines. Between this and the fact that Carmack has explicitly said that he worked with NeXT because he thinks it's a great platform, I think it's safe to say that "That's all they have" wasn't the motivation for any of these people.

  7. Alternate URL for article by sanguish · · Score: 5, Informative

    To protect my pathetic bandwidth on the local server, the article is also available here on the graphics server. That should cover off any bandwidth issues.

    Troy's article really does highlight the use of these environments for tools behind the scene's.. there is an older article on this as well that is linked from Troy's document.

    Scott Anguish
    Stepwise
    http://www.stepwise.com
  8. Great News by MadCamel · · Score: 1

    This is great news. Games written for osX will use OpenGL instead of DirectX, this means that porting them to other operating systems won't be such a chore. With the demise of Loki, it's nice to see somthing positive on the Linux/BSD gaming frontier.

    1. Re:Great News by Anonymous Coward · · Score: 0

      well, they might now be targeted at OSX just because they're developed on OSX...

    2. Re:Great News by MadCamel · · Score: 2

      Oh of course. But porting a DirectX game is damn well near impossible, wheras porting an OpenGL game is much easier, so anything that moves game developers away from DirectX is fine by me.

    3. Re:Great News by Anonymous Coward · · Score: 0

      From what I have seen though, and odd as it may be, DirectX games always look a helluva lot better than any OpenGL game. Unless it is put out by ID and they can't make a decent game to save their life but their engines are great. Just hope that whatever the next DOOM is (certaintly isn't DOOM 2000 anymore) will use some of the new OpenGL standards.

  9. yea....... by Anonymous Coward · · Score: 0

    so make them!!

  10. Cross-compiling by andi75 · · Score: 2, Informative
    I build the win32 binaries for my (GPL'd 3D tron style lightcycle) game on linux. It's really just a matter of running the 'cross-configure.sh' and 'cross-make.sh' script. Ray Kelm has an excellent page on cross-compiling.

    Thanks to SDL & OpenGL the same source code is used for all four supported platforms (Linux, Win32, MacOS9, MacOSX). There's still the odd #ifdef for things like reading directories, but that's about it.

    - Andreas

  11. Re:WIDE LOAD - COMING THROUGH!!!! by Anonymous Coward · · Score: 0

    Just how long DID it take?

  12. GNUstep is FAR behind by Anonymous Coward · · Score: 0

    I wouldn't count on GNUstep getting anywhere anytime soon... particularly in the area of graphics, because they are still slow as molasses.... still. That project has been in the works for the last 5+ years.

    1. Re:GNUstep is FAR behind by scrutty · · Score: 1
      Well you're right in many ways about the speed of the project, but have you tried it recently ? Its been gaining a lot of momentum the last year or so and a few userspace apps are getting quite impressive, especially GNUMail.app

      However, I wasn't really trying to suggest that it was a feature match with Cocoa (or even OpenSTEP), I implied as much in my comment when I mentioned waiting for them to catch up. My point was purely in response to a comment saying that Objective-C the language would restrict your target platform. Forgetting OSX and OpenSTEP for a second if you just want to code stuff in Objective-C - gcc and the GNUStep non-gui classes are here ,useful and portable today.

      --
      -- Oh Well
  13. Kinda useless? by James+Foster · · Score: 0, Flamebait

    Why would a developer want to use this when they will have to develop for other platforms anyway? IMHO, using SDL is the best thing a developer can do as far as minimizing porting time goes. SDL allows programs to compile on most of the major platforms provided they don't use other external platform-dependant libraries.
    It just seems useless to use a Mac only library when you'll probably do a Win32 and Linux version anyway and then the Mac one on top of that. Why not kill an entire flock of birds with one stone using SDL?

    1. Re:Kinda useless? by TheAJofOZ · · Score: 0, Troll

      Because, as has been pointed out numerous times we're talking about development *tools* not the actual program. SDL is *not* an option here because it is useless in the development project but very useful as part of the final product (excuse the misuse of terms, the meaning should be clear).

    2. Re:Kinda useless? by Anonymous Coward · · Score: 0

      I guess you didnt bother to read the article. Please do.

      Its not about the platform. The point is to have a set of tools to build tools (editors) for making the actual content that is used by the runtimes of games (the game data like the maps that are used to create the 3D worlds in Quake), and to do this in a fast and stable way. Thats why the NeXT environment was chosen to develop the tools of Quake and Doom on...

    3. Re:Kinda useless? by Anonymous Coward · · Score: 0

      They're talking BUILD TOOLS (please repeat slowly ten times) for christ sake!!! This is mentioned in the article AND been mentioned all over the place in this forum!
      Some people... *sigh*

  14. Re:Mac OSX by Noodlenose · · Score: 1
    It is always interesting to see what kind of thoughtprovoking and genuinely intelligent comments the new Apple GUI can provoke.

    I am impressed..

  15. C++ vs. Objective C by seletz · · Score: 2, Interesting

    Well,
    at first I'd like to say that I'm a regular OS X 1.2 user (on a TI PB, that is) and
    I like OS X quite much, and I make a living of coding (C and C++ mostly, Linux and other *nixes).

    I tried to get used of Objective C, but i find it quite cumbersome to use,
    and that's why I don't see this happen soon. To get the most
    out of Carbon/Cocoa you'll have to use Objective C. That's the
    reason why I never got to use it (mostly due to lack of time),
    because I'd first have to learn Objective C.

    I think this happens to other developers too (read: game developers).

    Just my $0.02 anyway...

    1. Re:C++ vs. Objective C by tbien · · Score: 1

      If you know C it only a matter of hours to understand Objective-C.

      It's just a nice and small extension to normal C with only one syntax extension - the way to send a message to an object [object doSomething].

      That's nearly all....

    2. Re:C++ vs. Objective C by Pengo · · Score: 3, Informative


      I thought the same thing, for a few days.. until I just bit the bullet and made myself go through the little tutorials, etc. Now I am hacking away on some low level NNTL libraries to write the news-reader of my dreams. :) It's very nice once you get used to it, and if you take the time to actually get used to it.. it will probably make you a better programmer in any language you chose to code in.

      Cheers

    3. Re:C++ vs. Objective C by Anonymous Coward · · Score: 0

      To get the most out of Carbon/Cocoa you'll have to use Objective C.

      Umm, or java. Cocoa is exactly the same in java as it is in objective c..

      Oh, and another poster in this story somewhere claimed that the objc/python bindings are now available, meaning that you can use python if java is too verbose for you..

      I don't get your point. Pretty much any GUI development you could care to do is going to force you to adopt some sort of object-oriented thinking.. and usually it will force you into using an object oriented language. GUI development really is not very different at all between java, objective-c, c++, and python. (( Hell, the only difference between C++ and objective-c i can see is that function calls look different ([someObj somefunc:arg]; instead of someObj->somefunc(arg);) and you say @implementation classname {} instead of class classname {}. ))

      Carbon, for the record, is a C++ API, and while it 's possible to use the objective-C++ bridge to write a carbon app in objective-c it's as far as i'm aware almost never done. At the least, there's certainly no advantages to writing a carbon app in Objective C besides the advantages of the objective c language itself..

      Anyway, i think asking the developer "Either your app must contain at least some java, python, or objective-c code, or you must use carbon" isn't too unreasonable.. but whatever.

    4. Re:C++ vs. Objective C by Anonymous Coward · · Score: 0

      OSX 1.2

      hum... strange.. I tought the lats available verison is 10.1.something

      Oh.. you might have downloaded 10.2 beta from some warez site... but anyone wasting enough time to download a beta OS probably doesn't know much about program,ming languages.

    5. Re:C++ vs. Objective C by schvenk · · Score: 1

      Obj-C turned me off at first too, but once you code in it for a couple days you get into the groove and actually start to like it. That was my experience anyway.

    6. Re:C++ vs. Objective C by Anonymous Coward · · Score: 0

      The current version is OS X 10.1.2. This is probably what the original poster meant-- i.e. He is using Mac OS, version X.1.2.

      Yes, apple's current versioning system puts the 10 into all version numbers for clarity, but mac users will generally just drop the "10" since usually people can figure out what they mean.

    7. Re:C++ vs. Objective C by Art+Tatum · · Score: 2
      That's why it never succeeded (well, that and the fact that the original runtime was slow--but that's gone now). But it really is a cool language and OpenStep (err, Cocoa) is the coolest API ever. Plus, with the GNUstep project, you can compile your Cocoa applications on most UNICES and someday, even Windows and BeOS (if someone writes a GUI backend for them--you can compile non-graphical tools with it now).

      Check it out!

  16. It's sad then... by Y-Crate · · Score: 0, Troll

    ...that Apple can't be bothered to put decent video cards in most of their machines. They've just barely dumped the Rage 128 on the desktop - like 3 years after it was obsolete - and if you want anything more than a non-upgradeable Geeforce 2 MX, you will be forced to pay well over 2 grand.

    But they don't mind making DVD burning accessable and shipping it as standard on some models. They're so intent on the user using the iApps they've lost sight of the fact that some people don't want their computing uses to be pre-determined by someone in Cupertino.

    If they offered a choice between a Superdrive and a Geeforce 3 on the high end iMac the Mac gaming market would be a hell of a lot better off. Right now, it has to deal with getting cards one full generation behind the rest of the computing world and having to deal with them for ages - if you had less than 2 grand, a Rage 128 was your only option between 1999 and 2002 - now that they have the slow Geeforce 2 MX, many upcoming games are demanding Geeforce 3s.

    I mean, the Mac would be so much better off if Apple could let their users forgo the DVD burning, Gigabit ethernet and other things they will most likely never use, and simply let them play games for once.

    1. Re:It's sad then... by jordan_a · · Score: 1

      If you're looking for a high-end system check out the Power Mac's. They include a GeoForce 4 MX or ATI Radeon 7500, and the higher end models are dual 1 ghz systems. Now this is my idea of a development system. To bad I can't afford one :`(

    2. Re:It's sad then... by k_187 · · Score: 3, Insightful

      Yes, but the only people that care about upgradable video cards are YOU PEOPLE! The people that would buy the iMac are not the kind that sit and fret over what kind of video card they have, and what their FPS is in Quake 8. I know its been said before around here, but the iMac is not designed for you, the iMac is designed for people who want to check their e-mail, surf the web, play their MP3s, print their digital photos, (insert iApp here); all on a box that don't look like the big beige monster took a crap on their desk. (/Rant)

      OK, glad I got that out of my system. Personally, I think OS X is the best thing since sliced bread (and maybe even cheese in a can!). The implementation of OpenGL is 3x what it is in Classic Mac OS. My Quake 2 (yes I'm a purist) framerates jumped 20 FPS just from switching to OS X. 60+ FPS on a 3 year old system on your Rage 128 makes me a happy little camper.

      --
      11 was a racehorse
      12 was 12
      1111 Race
      12112
    3. Re:It's sad then... by Anonymous Coward · · Score: 0

      Absolutely! The market of people who want to burn homemade DVDs and manage family photo album is VASTLY LARGER than the number of hardcore gamers out there who need to play the latest gamez. To say that Apple would be better off catering to that pathetic market is ludicrous.

    4. Re:It's sad then... by Refrag · · Score: 2

      You know, Apple does make towers. And Mac users got the GeForce3 at least one day before the x86 crowd.

      Quit complaining about problems with Apple's product line that DON'T EXIST.

      --
      I have a website. It's about Macs.
    5. Re:It's sad then... by glenmark · · Score: 2, Informative
      ...that Apple can't be bothered to put decent video cards in most of their machines.

      Ironic that you should make this complaint on the day that Apple becomes the first computer company to sell systems with the GForce 4 graphics card. See here.

      --
      *** Quantum Mechanics: The Dreams of Which Stuff is Made ***
    6. Re:It's sad then... by fitten · · Score: 1

      CUPERTINO, Calif., Jan. 28 /PRNewswire-FirstCall/ -- Apple® (Nasdaq: AAPL - news) today announced the ultimate digital powerhouse for creative professionals -- the new Power Mac(TM) G4 featuring dual 1-GHz PowerPC G4 processors, the industry's first NVIDIA GeForce4 graphics card and a DVD/CD burning SuperDrive(TM), priced at just $2,999(US). Yes. At almost 2X the cost of a high-end x86 machine with a Geforce3Ti500 card.

  17. Crystal Space 3D Engine by Jorrit · · Score: 4, Informative

    Sorry for the obvious plug but Crystal Space is an Open Source 3D Engine that runs fine on GNU/Linux, Windows, OS/2, BeOS, AND MacOS/X. The MacOS/X port is very alive and kicking. We also have support for OpenGL now (giving frame rates of 100 FPS or more).

    Crystal Space is free (LGPL license) and written in C++. It is a 3D engine but more accuratelly it is a game development platform for 3D and isometric games.

    Check it out at crystal.sourceforge.net.

    Greetings,

    --
    Project Manager of Crystal Space (http://www.crystalspace3d.org). Support CS at http://tinyurl.com/cb3x4
    1. Re:Crystal Space 3D Engine by am+2k · · Score: 1
      Crystal Space is an Open Source 3D Engine that runs fine on GNU/Linux, Windows, OS/2, BeOS, AND MacOS/X. The MacOS/X port is very alive and kicking.

      Last time I tried (Dec 02 2001) CS didn't compile properly on Mac OS X, even though the site said pretty much the same thing you wrote here. As always, I believe it when I can compile it.

    2. Re:Crystal Space 3D Engine by Jorrit · · Score: 2

      Then I recommend you try again. If you look at the Crystal Space site then you can see the MacOS/X port got a MAJOR update on 14-Jan-2002. There is a big news item on this.

      Greetings,

      --
      Project Manager of Crystal Space (http://www.crystalspace3d.org). Support CS at http://tinyurl.com/cb3x4
  18. Objective C by Greyfox · · Score: 3, Interesting
    I looked at Objective C a few years back and found it delivered a lot of the dynamic goodies that object oriented programming was supposed to deliver but which C++ at the time was incapable of. Ultimately though, no one was using it at the time and indeed many of the linux tools for the language have fallen into disrepair.

    It was a spiffy little language but these days you can do most of the same things with C++ using templates and the STL, and the C++ code will be much more type safe at compile time.

    --

    I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    1. Re:Objective C by bnenning · · Score: 2
      It was a spiffy little language but these days you can do most of the same things with C++ using templates and the STL


      Are there C++ equivalents for these common Objective C/Cocoa uses?


      - if ([object respondsToSelector:@selector(foo)]) [object foo];

      (Determines if object responds to the "foo" method, and invokes it if so)

      - id newObject = [[NSClassFromString(someString) alloc] init];

      (Allocates an object of the class named in the someString variable)


      Last I checked C++ had nowhere near this level of dynamic capability, but please correct me if I'm wrong.

      --
      How to solve most of our problems: 1.Lots of nuclear plants. 2.Cure aging.
    2. Re:Objective C by dustman · · Score: 3, Informative

      Are there C++ equivalents for these common Objective C/Cocoa uses?
      - if ([object respondsToSelector:@selector(foo)]) [object foo];
      (Determines if object responds to the "foo" method, and invokes it if so)

      In C++, object "granularity" is at the class/interface level, rather than the method level. You would need to have an interface which defines foo:

      class IFoo {
      public:
      virtual void foo() =0;
      };

      And then you can use dynamic_cast to check if an object is an instance of your interface:

      IFoo* foo_impl = dynamic_cast<IFoo*>(object);
      if(NULL != foo_impl) { foo_impl->foo(); }

      Whether the interface-level or method-level implementation granularity is better is a matter of personal preference... I am a proponent of strong (mostly) static typing, and I like the interface way better... Usually, an interface groups several methods together to provide a set of functionality, and testing for each individual method is rather a pain... Of course, Objective-C gives you the ability to do both, so that is perhaps good. (But also, perhaps not good, as the method-level granularity is what makes Objective-C programs typically larger and slower than C++ programs).

      - id newObject = [[NSClassFromString(someString) alloc] init];
      (Allocates an object of the class named in the someString variable)

      C++ does not provide this functionality, although some libraries/frameworks provide it with varying degrees of awkwardness. C++'s lack of good reflection support, in my opinion, a major falling point. This prevents it from being a good component programming language, and this lack is what enabled Java to succeed... (I rather like Java, but if C++ had a good language-level (rather than library-level) component model, everything Java can do would already be done better by C++).
    3. Re:Objective C by jcr · · Score: 2

      It was a spiffy little language but these days you can do most of the same things with C++ using templates and the STL, and the C++ code will be much more type safe at compile time.

      I beg to differ.

      Please have a look at NSUndoManager, in particular, "Invocation-based Undo", and tell us how you'd implement the undo functionality in C++.

      -jcr

      --
      The only title of honor that a tyrant can grant is "Enemy of the State."
    4. Re:Objective C by Anonymous Coward · · Score: 0

      And then you can use dynamic_cast to check if an object is an instance of your interface:

      It's worth pointing out that this is exactly the type of C++ code that might cause problems when you move it off of SUNWspro or whatever top-shelf compiler you are using to like...msvc++ or something.

  19. Time to think about throwing out TV by Helmholtz · · Score: 0, Offtopic
    The music industry convinced me to stop using their product. The prices have become exhorbitant, and the quality of the artistry has become lousy. Songwriters don't put out albums anymore, marketing departments do. So I have tossed them aside and stick with the old tunes that I still love. For new stuff I follow local bands and non-music-industry-affiliated bands I find here and there on the internet. I find that these guys, while they don't always have access to the best sound equipment, are producing songs of greater interest than the latest smash pop barbie/ken doll.

    The movie industry has almost convinced me to stop using their product. Movie prices keep rising, the quality of the theatres keep dropping. I find it unacceptable to go to a theatre and see 5 minutes of "black rain" when there's a bright white scene. I think that movies are also moving into the abyss, much like music, but at a much slower pace. There are still enough people making interesting movies to keep my interest alive. So if I shirk theatres that's no big deal; it's simple to make a home theatre these days. And then there's the whole DVD and HDTV mess ... I'm still hoping the MPAA and FCC don't manage to do to movies what the music industry has done to music.

    While I gave up on network TV a long time ago, I've found that many cable/satellite channels have quality entertainment in their lineups. Because of the sheer number of available channels, I always figured that cable/satellite TV would stay relatively unscathed by all the BS that has destroyed the music industry, and is gnawing at the movie industry. Then I read articles like this, and ones that talk about the fervent attepts to destroy the ability to record television programs. I can easily see television being the next media outlet that I throw away.

    If there are any music/movie/television industry workers reading this thread, I just want to make it clear that in your rabid pursuit to further unbalance the scales of product and profit you are at the very least going to lose this customer. And I can't help but think there are others who feel the same.

    I guess I'm done ranting for now.

    --
    RFC2119
  20. Objective-c+++ by Tsk · · Score: 1

    Games are written in C++ these days. Portability is more
    This is no more an issue in the latest dev tools Apple a rereleased a functional Objective-C++ compiler. This is the tool with which abiword is being ported to macosx.

    --
    none Yet.
  21. Misses the point by horse · · Score: 0, Redundant

    Game companies don't choose their development platform based on what is easiest to program, the choose it based on what is practical to sell.

    It's a chicken-and-egg situation. I've used MacOS X and like it, but I won't switch at home because MacOS is waaaaaaaaaaaaaaay behind on games. Game companies can't switch because so many of their customers are on PCs.

    It's really a shame.

    1. Re:Misses the point by jordan_a · · Score: 1

      Developers usually chose the development platform for ease of use. NeXTStep was used for Doom and Quake. Playstation 2 games are made on Linux, etc. Besides this article isn't talking about making games on OSX for OSX, but making tools on OSX, with a obvious slant towards the console market.

    2. Re:Misses the point by overunderunderdone · · Score: 1

      AAAARRRRGGGGHHHHH!!!!! I'm sorry but I just lost it here and feel a major rant coming on.

      HOW MANY TIMES DO WE HAVE TO READ THE SAME IGNORANT COMMENT!!!

      I know reading the article is tough but even if you read just a few of the preceding comments you would have noticed that this is about the development platform NOT the the Target platform which are NOT the same thing. In the case of this article it was Playstation 2 (which lacking a keyboard would be difficult to code on;) It could just as easily have been XBox, Nintendo, or Windows.

  22. OpenGL and QuickTime by SilentChris · · Score: 4, Informative
    "Mac OS X's strong support for technologies such as OpenGL and QuickTime, can empower game developers to create the custom production tools they often need in a fraction of the programmer hours it takes on other platforms"

    The problem is you're dealing with 2 completely different kinds of technologies. One is cross-platform and relatively "free", the other is held back by proprietary code (like most Apple "innovations"). Additionally, even with the new development tools, getting QuickTime to play nicely with OpenGL is a job within itself.

    DirectX is no better in the proprietary code department, but at least you can setup a few function calls that will seemlessly pull together 3D graphics, video, sound and input routines that would work on a variety of PC hardware. I just wish that the "Direct-like" projects in Linux would be more ported to Windows, and that they supported more hardware-specific calls like pixel shaders.

    1. Re:OpenGL and QuickTime by Spencerian · · Score: 1

      OpenGL is OpenGL. QuickTime is QuickTime. And DirectX tries to be everything at once.

      I'm getting quite tired of this "Macs have fewer games" bull. Many PC game players and makers may not realize it, but Mac game players use PC game players as their "beta testers.' There are LOTS of PC games because its TOO easy to develop a game. Just because there's a ton of copies of a game doesn't mean it's a good game. A threshold of sales there has to be made. When that threshold is reached, a Mac port is usually considered.

      The best games from the PC are ALMOST ALWAYS ported to the Mac side. With a few notable exceptions (Half Life, Tribes) I play Diablo 2, Deus Ex, The Sims, the Tomb Raider series and many more titles. Portability is not the problem when you isolate the DirectX features to help the Windows port while using Apple's game support and any QuickTime feature for the Mac, and other resources in the *nix port. At the same time, using common platform tools such as OpenGL help. DirectX is not a panacea--if a developer knows nothing but it, then his games are going to suffer. A ton of PC games that sit in the bargain basket at CompUSA proves my point every day it stays there.

      And yes--I could make a PC game from my Mac using a simple IDE such as REALbasic, which works much like VB. Porting from that IDE is child's play because you develop for both platforms simultaneously.

      --
      Vos teneo officium eram periculosus ut vos recipero is.
    2. Re:OpenGL and QuickTime by Refrag · · Score: 3, Informative

      Ummmm... QuickTime is the new standard file format for MPEG4. How is that proprietary?

      Oh, you must have been talking about one of QuickTime's codecs. Remember QuickTime is much more than a codec.

      --
      I have a website. It's about Macs.
    3. Re:OpenGL and QuickTime by Anonymous Coward · · Score: 0

      Given the context of the conversation, he was most likely talking about the Quicktime API which is proprietary.

    4. Re:OpenGL and QuickTime by foobar104 · · Score: 2

      Given the context of the conversation, he was most likely talking about the Quicktime API which is proprietary.

      Maybe you're confused. The API is fully documented.

    5. Re:OpenGL and QuickTime by SilentChris · · Score: 2
      "QuickTime is the new standard file format for MPEG4"

      Other way around. MPEG4 is (supposed) to be the new standard file format for QuickTime. How long that will take (people are still using RealAudio and Windows Media standards from 3 years ago) is anyone's guess.

      I was referring to the API which, while documented, is not "open". If you went with the comment one person made, the Windows APIs would all be "open" because they're documented. That's not "open" in the traditional Source/Slashdot sense.

      I don't absolutely require open code (heck, I think DirectX is pretty nifty for some of the things it does) but if you're trying to link Apple, OpenGL, QuickTime and "open source", you're mistaken.

    6. Re:OpenGL and QuickTime by Anonymous Coward · · Score: 0

      That's not "open" in the traditional Source/Slashdot sense

      That is the definition of "Open" in the traditional UNIX/Sun sense. (For example, that is why NFS and NIS have been considered "open" protocols, and UNIX itself considered the ultimate "Open System".)

      The logic is that someone else can re-implement the APIs. Sure enough that's held true for UNIX and it's held true for Quicktime (http://openquicktime.sourceforge.net/) also.

      What's "closed" is the codecs themselves, of course.

      (The complaint about Win32 is that the docs are incomplete or inaccurate.)

    7. Re:OpenGL and QuickTime by Anonymous Coward · · Score: 0

      >

      Quicktime is an open standard, with some closed Codecs. People don't complain about the MS Codec's being closed, but Sorenson and whatnot being clsoed somehow makes QT an evil thing. The API's are public. The file format is public. Quicktime for Java is public. Quicktime from Apple is for both PC's and Mac OS, and some people are working on making a WINE type deally for Quicktime for Linux.

      Look around developer.apple.com before you make to many accusations about what isn't made public.

    8. Re:OpenGL and QuickTime by Refrag · · Score: 2

      "MPEG4 is (supposed) to be the new standard file format for QuickTime. How long that will take (people are still using RealAudio and Windows Media standards from 3 years ago) is anyone's guess."

      Other way around. QuickTime's file format is what MPEG4's file format is based on. Google's #1 result

      --
      I have a website. It's about Macs.
    9. Re:OpenGL and QuickTime by nexthec · · Score: 1

      when did documentation make things open? DirectX is documented, but sure as hell aint open

    10. Re:OpenGL and QuickTime by bryan1945 · · Score: 2

      Actually, I think the QT server software is open sourced, though I forget under which license. I'm pretty sure that it was mentioned in a previous QT article, but the work day is ending so I'm going home rather than search for it.

      I know this still leaves the QT player and various codecs as proprietary, but wouldn't a developer be more interested in the server side?

      --
      Vote monkeys into Congress. They are cheaper and more trustworthy.
  23. Did you actually read the article? by Anonymous Coward · · Score: 0

    Most posts here seem to comments that games on Mac OS X will never work because of lack of marketshare.

    The point of the article was _not_ to develop for Mac OS X, but to use custom tools to aid in developing for other platforms (PlayStation in the case of the article). Since vi on the playstation works rather lousy, you need another platform to develop for it...

    The point of the article was that a custom tool (for managing VRAM on the PS) could be written in a few days, saving many hours when debugging. The claim in the article is that writing such tools on other platforms is not cost-effective, while with OpenStep/Cocoa it is.

    Just my thoughts (Maarten Sneep)

  24. Good Point by Anonymous Coward · · Score: 1, Interesting

    The more I use OS X, the more I like it, even though my exposure to it is rather limited.

    The point of this article really is that you should use the tools you feel comfortable with to do the job. All you people who are saying stuff about the mac not having enough market share to justify it obviously haven't read the article.

    Being a person who likes low-level stuff, I rather hate using API's and stuff that make all this stuff easy. I prefer to write my own loaders, blitters and stuff... I've developed my own game tool library over the years and use it for all sorts of things because it's what i'm most comfortable with and can get things done more quickly.

    But I feel my view is similar to that of many other game developers (ones who are truly passionate about it) and we are a stubborn bunch (is this just coders in general?) and once set in our ways, tend not change them, even if another way is better.

    Sadly, in my view, game development is less of an art and more of a process now. Remember the days of DOS where you had direct access to the hardware and wrote your own graphics, input and sound routines? You really couldn't use a 3rd party library because it would conflict with your code or other libraries. Besides, that was just a lame thing to do.

    Anyways, less chat, less shovelware, more coding, more polishing.

  25. [OFFTOPIC] New Powermacs by tbien · · Score: 0, Offtopic

    $1599 - 800Mhz G4, 40GB, CD-RW, Radeon 7500, 256MB
    $2299 - 933Mhz G4, 60GB, SuperDrive, GeForce4 MX, 256MB
    $2999 - Dual 1Ghz, 80GB, SuperDrive, GeForce 4 MX, 512MB
    $3649 - Dual 1Ghz, 80GBx2, SuperDrive, GeForce 4 MX, 1.5GB

  26. why bother? by Anonymous Coward · · Score: 0

    No gaming platforms use OpenGL. Windows uses Direct3D, XBox uses Direct3D. Nintendo & Sony have their own APIs. What's the point?

    1. Re:why bother? by henrik+ostman · · Score: 0

      GLQuake, Quake II, Quake III and RTCW all runs OpenGL.

    2. Re:why bother? by Anonymous Coward · · Score: 0

      Your point? (coz Carmak sez it's k00l!1!!11)

  27. No, YOU missed the point... by igomaniac · · Score: 2, Informative
    Please read the article before posting next time! He's talking about PlayStation development, not Mac, not PC!


    I'm working in the games development industry, both console development and PC -- the article is talking about a platform for _development_, not for running the final product. In a typical game development environment, you spend half your time writing tools to create content -- if you can write tools faster on OS X with Cocoa, you'll save time and money. I found this article very interesting and I've already invested in an iBook to do some homework and try out Cocoa...

    --

    The interactive way to Go -- http://www.playgo.to/iwtg/en/
  28. Geforce4 today by Anonymous Coward · · Score: 0

    All of this is true, but as of today the G4's come with Geforce4's - the best there is and before you can even buy them seperately...

  29. Cocoa/Carbon? by BMonger · · Score: 1

    What's the difference between Cocoa and Carbon? I got incredibly ticked off at my PC and sold it and went ahead and purchased the new iMac. I have every intention of programming on it and have mainly a Java background but can do C/++ if needed. Hopefully my iMac will get here soon...

    1. Re:Cocoa/Carbon? by Spencerian · · Score: 1

      A Carbon application uses a revised set of the Mac Toolbox, the original APIs of Mac OS 9 and prior. These APIs are generally designed to allow porting of existing Mac OS 9 apps to Mac OS X to take advantage of Mac OS X's stability, memory protection and other things. You can make Carbon apps so that a single version of an app works on either Mac OS 9 and X.

      A Cocoa app works much like a Carbon app except development for these apps use Objective C, C++, or Java. The advantage of a Cocoa app is that you can port this code to other platforms, and it gains some feature advantages in OS X that Carbon apps do not yet receive. Cocoa apps can only operate in Mac OS X.

      A true developer here can probably explain more of the particulars that I can, but that's the nutshell.
      /.

      --
      Vos teneo officium eram periculosus ut vos recipero is.
    2. Re:Cocoa/Carbon? by overunderunderdone · · Score: 1

      Cocoa reflects OSX's NeXT heritage. It is the updated NeXTstep/OpenStep environment. To paraphrase Apple's site: "It is a set of object-oriented frameworks" designed for rapid development. Cocoa apps are written in Objective C or Java (I have also heard of Objective C++ but don't know anything about it) It is (according to Apple at least) the best choice if starting a new OSX application from scratch. But it is OSX only - you can't run Cocoa apps on MacOS 9

      Carbon reflects OSX's Macintosh heritage. It was developed to smooth the transition from the MacOS to the completely new and very different OSX. They took the original Mac Toolbox and got rid of everything that was an obstacle, and added what was necessary, to being buzzword compliant (preemptive multitasking, protected memory etc.) In theory if you have an existing MacOS 9 app (and aren't doing anything in strange non-standard ways) you can port it to OSX pretty easily and it will still run on MacOS 9.

      In addition to these two environments you can also use Java without using the Cocoa framworks.

      Also, OSX is built on top of a BSD environment so you can do just about anything you could do on any other variant of BSD. Though most mac users won't be using the command line or X-windows (though they could if they wanted to and knew how) so it might make sense to write the GUI at least in cocoa. Actually this is exactly what alot of the useful little freeware/shareware apps are - Cocoa front ends to underlying Unix command line tools or configuration files.

    3. Re:Cocoa/Carbon? by schvenk · · Score: 1
      A few quick additions to the other posts:
      • My understanding (someone correct me if I'm wrong) is that Apple's original intention was to make Carbon a transitional technology, and Cocoa the ultimate goal. That's changed because developers don't want to think about rewriting their Mac apps from the ground up.
      • If you're just starting out and don't need OS 9 support, Cocoa might be an easier route. Its tools and objects for building UIs, document-based apps, etc., are easy to use and extensive, allowing you to pull an app together fast. Check out Oreilly's Mac Dev center Cocoa in a Nutshell book.
    4. Re:Cocoa/Carbon? by Art+Tatum · · Score: 1
      Others in this thread have told you what the difference between Cocoa and Carbon is. I just want to let you know that should you write some good GPL'd software with Cocoa (and you should really use Cocoa rather than Carbon), PLEASE drop us the code over at the GNUstep project so we can get it running on Linux, FreeBSD, and Solaris.

      For those of you who don't know, GNUstep is a clone of the Cocoa API.

    5. Re:Cocoa/Carbon? by BMonger · · Score: 1

      Trust me... any code I write for fun will be freely available and modifiable and such. I write my code at home for fun (at work... well... they won't let me take my code out). My code is your code. And I got my book on Cocoa yesterday and it seems like it'll be a breeze to get into since I already have a strong hold in Java and J++ with some knowledge of C/C++.

    6. Re:Cocoa/Carbon? by Art+Tatum · · Score: 1

      Great! I think it will be a boost to GNUstep to have more people doing cross-platform development (plus, it will help iron out the difficulties). Mostly all we have done so far is a clone of Mail.app that runs on GNUstep and MOSX. (GORM and Project Center MIGHT compile on MOSX, I don't know.)

  30. It's better than PSX, but that's no big whoop by Rogerborg · · Score: 1, Insightful

    Neat article, but the conclusion is badly flawed. The main thrust seems to be "Cocoa/OpenGL doesn't require you to map out your VRAM like Playstation 1 did, so that makes it easy to write games!"

    Does it hell. It removes one obstacle, but it's not going to write the game for you, nor is it going to make the Mac a more attractive proposition - technically or as a market - than DirectX, either XBox or generic PC Windoze versions. Hobbyists take note, but commercial developers, don't get too excited.

    OpenGL is a fine API, and I'll happily accept that Cocoa is nice too, but the whole DirectX SDK really has matured into something usable. Many AAA Windows games now ship with only D3D (no OpenGL) 3D support (Max Payne, Operation:Flashpoint spring immediately to mind) and it doesn't hurt them. The big downside to using DirectX is cross platform portability (porting the app, and the DirectPlay network component), but commercialism comes into play again: it's better for a game to work really well under DirectX only than to work fairly well under DirectX and on Macs (or Linux for that matter).

    If this means anything to anyone, I used to work for a company that was writing native D3D Retained Mode games, back in the DirectX 3/5 days. It was a suicidally stupid thing to do, and the games side of that company did indeed collapse under the weight of ripping the thing apart and starting over with D3DIM / OpenGL / glide support. I've no historical reason to love DirectX, or to think that apps hardwired to a specific API are a good idea. But even given that, I still think that a native DirectX 8 game makes a lot more sense, both technically and commercially, than OpenGL/Cocoa on a Mac platform.

    Sorry guys, but this reads like another "I love Macs, so here comes the cognitive dissonance," article designed to get people on board the Macwagon. The only thing I can completely agree with is that developing for the Playstation 1 was like trying to teach a chimp to recite Shakespeare translated into Latin.

    --
    If you were blocking sigs, you wouldn't have to read this.
    1. Re:It's better than PSX, but that's no big whoop by frankie · · Score: 5, Insightful

      You need to read the article again; that's not at all what he's talking about.

      The author described a particular problem he had while developing a PSX game -- mapping the limited VRAM was a pain. So he wanted to write an automated graphical utility to do it for him. Using OpenStep (aka Cocoa) it took about 2 days and saved his entire team man-months of tedious labor.

      This wasn't about porting some random PSX game to Macs. It was about using the language at the heart of OS X to be more productive at whatever it is you're doing. As you recall, productivity was one of the main reasons for the computer revolution (along with communication and porn, but you get the idea).

  31. Mod The Parent Down by Anonymous Coward · · Score: 0

    Newly announced PowerMacs use the GeForce 4

  32. Good for Tool Chain, not the game its self... by LordZardoz · · Score: 3, Interesting

    It seems that few of you read the article its self. The article suggests that Cocoa is ideal for designing custom tools since it is easier to make iterative changes to the tool. It is not saying that it is the best target platform to develop games for.

    Mac's are also a good possiblity for console development (PS2, Gamecube). Especially since the compiler used is frequently based on GCC. OS-X's BSD core makes it easy enough to port the tools, and provides another alternative for those who are not intrested in using Linux or Cygwin based tools. However, since most of the art tools are used on NT/W2k boxes (Such as 3ds Max), it is probably simpler for the time being to stick to Windows based environments.

    END COMMUNICATION

    1. Re:Good for Tool Chain, not the game its self... by Anonymous Coward · · Score: 0

      Yes, most of the major 3D type tools exist for win2k. But you miss out on one big one: Maya for OS X. Yea, it's pricy. It's different. BUT it's factors of times better than 3DS (much much more powerful with native NURBS support (who likes that kind of plugins anyway?))

      Then, you have the Adobe suite of schtuff (not to mention that Maya now operate on some layer with the rest of the OS). I don't see it as having all the creative tools over on win2k at all anymore. The feture set and number of tools on Mac platforms are quite impressive. (just like always, really.)

    2. Re:Good for Tool Chain, not the game its self... by jcr · · Score: 2

      I think the guys at OmniGroup would disagree. They saved about 10K lines of code in one of their ports by using Cocoa. See www.omnigroup.com/games

      -jcr

      --
      The only title of honor that a tyrant can grant is "Enemy of the State."
  33. ...while the rest of the world keeps turning by Anonymous Coward · · Score: 0

    ...Mac OS X's strong support for technologies such as OpenGL and QuickTime

    As opposed to the DirectX 8.1 and media filter (codec) matrices of Windows? Well, at least OpenGL is a good thing, but it's available on Windows and Linux too (among other OSes). QuickTime is largely dependant on the horrible patented sorenson codecs... Yuck. Sometimes I really wonder why such blatent flamebait makes the front page.

    1. Re:...while the rest of the world keeps turning by arson1 · · Score: 1
      QuickTime is largely dependant on the horrible patented sorenson codecs...

      You obviously know very little about Quicktime. Please explain how quicktime is in any way dependent on the sorenson codec (not codecs, there's only one)? It's a fucking codec! Now, a lot of quicktime content is dependent on the sorenson codec because that is what the developers used to compress the media. If sorenson went away, quicktime would be the same as always (just missing a closed source, but great codec).

      Sometimes I really wonder why such blatent FUD makes it in people's comments. :)

      --


      --
      Don't sweat the petty things, and don't pet the sweaty things.
  34. Is This Really News? by Lethyos · · Score: 2

    This is just the next logical step in form of a set of more powerful technologies (some of which have been around for a while... QuickTime is traditionally solid). The Macintosh has always been a terrific game development platform (well, except in the really early days when it only had black and white ;). The software and the hardware are remarkably consistent and homogenous respectively. How could develops expect MacOS X to be any different? Developing games for the Mac is almost as smooth as developing games for a console.

    --
    Why bother.
    1. Re:Is This Really News? by Anonymous Coward · · Score: 0

      beats green or white on black . . .

  35. What about MS purchase of OpenGL from SGI? by swb · · Score: 2

    I'll admit I didn't read more than the Slashdot headlines, but didn't MS just buy a bunch of OpenGL stuff from SGI?

    If they decide not to license or to restrict the use of the technology, wouldn't that begin to cripple the use of OpenGL as a development environment?

    I can't believe they would, but then again this IS MS we're talking about.

    1. Re:What about MS purchase of OpenGL from SGI? by presearch · · Score: 1

      didn't MS just buy a bunch of OpenGL stuff from SGI?

      No, they bamboozeled SGI by getting them to build NT boxes and during the romance, got SGI to disclose the OpenGL family jewels. Just like how the M$/Sega relationship begat Xbox while tanking Dreamcast, the M$/SGI relationship begat DirectX3D and a castrated SGI (and the M$ president's spot for R. Belluzo as a reward for a job well done).

      Microsoft...masters of the we-win, you-lose "relationship".

    2. Re:What about MS purchase of OpenGL from SGI? by bonzoesc · · Score: 1
      Didn't MS code stuff for... shit, what was that game system... oh, was it the original PlayStation? Yeah, about the time Sony was passing out PSX details, they said they paid MS to write something for it or something.

      Correct me if I'm wrong.

  36. Bloody marketing by mrfiddlehead · · Score: 2

    Am I the only one who thinks this particular quote stinks of AppleSpeak? You know it wasn't written by a programmer if they use the term empower. I'll leave the details of the analysis of this particular platform to a game programmer and stick to fiddling with the linux kernel for now, thanks very much (a platform which is also supported on apple hardware <w>).

    --
    :wq
    1. Re:Bloody marketing by CousinChimpy · · Score: 2, Informative

      Actually, I am a programmer. And I wrote the article without consulting with Apple.
      But maybe I misssed my true calling... :-)
      -TS

    2. Re:Bloody marketing by Anonymous Coward · · Score: 0

      Who the fuck are you to say what words a programmer may or may not use?

  37. You also miss the point. by Anonymous Coward · · Score: 0

    Most game devs release their tools along with the game to make scenerios, etc. Again, why would we want Mac only ones when they've gotta be ported to Windows in the end? Please play again. tnxu.

  38. Hey I'm not going to convert my build tools by Anonymous Coward · · Score: 0

    to some wierd and wonderful language on a wierd and wonderful platform...

  39. oh, except for the new NVidia GeForce MX4 by Anonymous Coward · · Score: 0
    which is available on today's new towers.

    sounds good enough to me.. more like one generation ahead than one behind.

    1. Re:oh, except for the new NVidia GeForce MX4 by fitten · · Score: 1

      Yes, as I replied in another thread though. This machine is 2X the cost of a high-end PC with a Geforce3Ti500 card. Not only that but nVidia has used the MX designation to indicate the use of SDRAM or SGRAM on their video cards instead of DDR. So, the Geforce4MX is already running at 1/2 the memory bandwidth that it is capable. On the other hand, I'm eager to see the Geforce4 cards that come out for PCs (with DDR) =)

    2. Re:oh, except for the new NVidia GeForce MX4 by Anonymous Coward · · Score: 0

      Try reading the SPECS - the NVidia GForce 4 MX has 64MB DDRAM. That's two (2) premiere's in a row for Apple and NVIdia's newest card. How soon we forget that the GForce 3 debuted on a Mac.

      Also, check the site, you can upgrade the ,1599 system to a GForce4 from the Radeon 7500.

      The iMac is a simple consumer model, it's not meant for high-end graphic apps. If you want that (read gaming) get the bottom line PowerPC and add your favorite monitor.

  40. I like Mac X as much as my lady friends by Anonymous Coward · · Score: 0


    I got an iBook a month ago and in this time have 1)connected a C nueral network face recognition package to my digital video camera inside of Project Builder 2) happily and seemlessly streamed music from countless sites like shoutcast.com 3) been overjoyed by the level of consideration and conciousness displayed by apple engineers, designers, and whoever else they have 4) opened up those pesky word document attachments in the included Apple Works software 5) checked my stocks in a browser that has all the modern browser goodies like shockwave 6) watched some porn on the movie enabled browser 7) ftped and httped files of and onto my computer (1 button in network settings enabled or disables) 8) showed off my iBook with its setting and background and neat dock and neat zoom features to many people 9) watched dvds on my tv because all you ahve to do is plug it in 10) played music on my stereo 11) sent apple emails for making the greatst thing ever 12) Installed countless linux tools (apt-get install vim, apt-get install ....) 13) have X windows running along side Mac X 14) brought it to and was pleased that dhcp picked it up....

    I will stop this list because I don't see where I would stop. It's the best. Clearly no one that knows anything about computers runs windows. Really that's the only operating system people in the know don't run. Now with Apple having added sensibility to a unix experience there is little reason to run anything other than mac x in your house and unix at work for industrial stuff.

    If you're a video game kiddy, then sure have a windows machine as a toy. Heck it doubles as a large blue light bulb!

    Oh yes one more: All this without a single crash. I have yet to put it in maintanance mode! I don't expect this machine to be down. Ever.

    1. Re:I like Mac X as much as my lady friends by Anonymous Coward · · Score: 0

      Try playing a high resolution (720X480) high-bitrate (2-CD RIP) Divx movie.

      My aging BX chipset based P3 850MHz "PeeCee" can do it... How about your brand new iBook?

      Quick search of Google's DejaNews... Oh, that hurts... Poor Divx playback. Damn, you've bought into that Apple hype hard.

  41. Many good points by Anonymous Coward · · Score: 0

    Many good points here, especially the fact that Apple is typically shipping with video cards that are one or two generations behind the PC, and the pains of using things like QuickTime and OpenGL together.

    Actually, thing brings up my beef with OpenGL in general: our game title on OS X using OpenGL runs at about 25% of the speed of the same title on the PC using DirectX. The reason? Not video hardware, not CPU, etc. but the fact that OpenGL has no direct access to the frame buffer! Yes, you have simple pixel read/write routines, but reading/writing one pixel at a time with call overhead through an intermediate layer just isn't going to cut it when you are having to do large 2D overlays.

    Our product uses both QuickTime and very large amounts of 2D artwork blit on top of a 3D environment. Before you point out the fact that we could upload the 2D art as 3D textures and avoid the direct frame buffer access, this isn't realistic in our case because we have anywhere from 10-32MB of 2D art at any given time, and almost a full 32MB of 3D art at any given time, and to run successfully on non-AGP equipped machines we can't afford taking texture slots for our 2D art. We have implemented a QuickTime texturing system to upload frames as textures, but sadly many 3D cards choke pretty bad when you are uploading textures on a per-frame basis. For whatever reason, the OpenGL committee seems to be skewed to the mindset that everyone is trying to write the next Quake 3, instead of considering that some products may actually have a real need to directly access the underlying video hardware. I mean, how hard is it to provide us the address of the frame buffer and info on the pixel format and row span?

    Oh, and on the point about developers using OpenGL to ease their ports to other platforms? I think this will become more likely, but not because of OpenGL. Now that the new wave of consoles is becoming the primary focus for game development and each one has it's own proprietary graphics API, about the best a developer can do is write their own API layer. This should allow the developer to substitute in the lower libraries to whatever final API they want to use, without affecting their app (of course, the PS2 is so radically different with its packet system, it might not fit so well).

  42. Oops... by Anonymous Coward · · Score: 0

    I'm sorry. I just checked the PowerMac page. I guess Apples get GF4 class cards early while us poor PC users have to wait a bit longer.

  43. OS X and Games by MrIcee · · Score: 4, Informative
    While I agree that OS X is a great new platform,and indeed, a great gameing platform, There are a couple of caveats I'd point out in reference to the article.

    We recently rewrote our game tranquility, originally for SGI, to run on OS X (100% rewrite, not a port). We selected OS X over MS because of two major reasons... (1) we hate MS and (2) we love UNIX. OS X gave us the ability to completely work around a shifting (and shifty) MS playing ground... and because OS X is based on a UNIX kernel, we felt that stability and capability were superior.

    We were not wrong. OS X is a blast to write games for. While our game servers are SUN (though they could be MACs)... the client internet code was written on a SUN and compiled straight away, with no errors, on the MAC. This type of simplicity and uniformaty indeed make OS X a beauty to write for.

    However... we also selected OpenGL as the clients drawing system, simply because it matched the needs of the game (which was originally written in SGI GL). Apple has yet to release its version of OpenGL in source form to developers. Releasing it would help developers to support it, increase its efficiency, as well as remove a couple of the remaining problems (it IS open source, after all, but Apple has made some changes within the code). Instead, Apple seems to prefer its game developers to use its alternative (and prop. platform)... which immediatly removes porting possibilities.

    Furthermore, and sadly... Apple enjoys Objective C... which quite frankly I've never been able to properly sink my teeth into. Bastardizations of a standard language such as C, into deviants such as C++ and Objective C, do nothing good for anyone. It makes porting or even rewriting difficult... and obscures readability of the code. It also wastes development time in learning a new language.

    My upshot? OS X is a WONDERFUL game platform, if you ignore Apples desires and stick to the UNIX layer and standard C, as much as possible, for your designs. Specialized tools, libraries and langauge only serve to make programming more difficult.

    1. Re:OS X and Games by Anonymous Coward · · Score: 1, Insightful
      Bastardizations of a standard language such as C, into deviants such as C++ and Objective C, do nothing good for anyone. It makes porting or even rewriting difficult... and obscures readability of the code. It also wastes development time in learning a new language.

      Hey, fogey, if we took this reasoning to its logical conclusion, we'd still be writing machine code by hand. Not assembler, mind you, machine code.

    2. Re:OS X and Games by MrIcee · · Score: 0, Flamebait
      Not true coward... if you look, for example, at C++, you will notice that it's original definitions is of a PREPROCESSOR to C. Thus... anything C++ can do, C can do. Thus... the ONLY reason to use C++ is that (A) your boss can read it (???) or (B) your a lousy programmer.

      I have NO problems with new languages... EXCEPT when they offer NO improvements over existing language... and only serve to make life easier on programmers.

      One of the reasons that software is in the state it is (dismal) is due to lazy programmers being churned out by universities.

      I mean REALLY folks... 25 years ago when I was programming Z80s (yes, in assembly) - I thought that in 25 years, with GIGAHERTZ PROCESSORS... we wouldn't need to be waiting for software, or windows to BOOT, or any of the other gross things that we do (e.g., WHERE IS MY JETPACK :).

      The upshot... C++ and similar languages are for the lazy that couldn't write good code if their lives depended on it.

    3. Re:OS X and Games by bnenning · · Score: 3, Informative
      Bastardizations of a standard language such as C, into deviants such as C++ and Objective C, do nothing good for anyone.


      You might want to give Objective C another chance in the future. Unlike C++, Objective C is a 100% backwards compatible OO extension to C. The OpenStep/Cocoa APIs are specifically designed to use the features of Objective C and are outstanding for most types of application development, although possibly not for action-oriented games.

      --
      How to solve most of our problems: 1.Lots of nuclear plants. 2.Cure aging.
    4. Re:OS X and Games by bnenning · · Score: 2
      Thus... anything C++ can do, C can do. Thus... the ONLY reason to use C++ is that (A) your boss can read it (???) or (B) your a lousy programmer.


      That's just silly. By Turing equivalence, just about any language can do anything that any other language can do. You could write scientific number-crunching apps in Perl and text processing utilities in FORTRAN, but it would be foolish to do so. Part of being a good developer is choosing the right tools so that you can spend your time implementing your program's functionality instead of fighting with the language.

      --
      How to solve most of our problems: 1.Lots of nuclear plants. 2.Cure aging.
    5. Re:OS X and Games by KagakuNinja · · Score: 1

      You might want to give Objective C another chance in the future. Unlike C++, Objective C is a 100% backwards compatible OO extension to C. The OpenStep/Cocoa APIs are specifically designed to use the features of Objective C and are outstanding for most types of application development, although possibly not for action-oriented games.

      Let's standardize on a C varient known by a very small percentage of developers, as opposed to the perfectly usable alternative (C++). Better yet, let's target our game to a platform that only represents 5% of the PC market. We'll be rich, yeah!!!

    6. Re:OS X and Games by Anonymous Coward · · Score: 0

      You should _try_ and _understand_ Objective C and come back later.

    7. Re:OS X and Games by Anonymous Coward · · Score: 0

      Better yet, let's target our game to a platform that only represents 5% of the PC market.

      The 5% that is completely game-starved! It would be easy to lock up a huge portion of that 5%, no competition. Besides, what percentage of the 95% of new PCs are for businesses vs. macs? I don't know, but I have intuitions.

      jeb.

  44. Re:WIDE LOAD - COMING THROUGH!!!! by juha0 · · Score: 1

    Actually this is a bad thing for trolls, cause pages are unreadable if you don't filter out -1 posts.

  45. You obviously don't earn a living coding... by alexhmit01 · · Score: 3, Insightful

    If computer costs really factor into your decision, you don't make a living coding.

    My PC environment was easily over 5K when including a laptop (bought 3 months used to save $800 off the costs), a docking station at home and the office, Win2K, Off2K Pro, Visio Enterprise Edition, Text Editors that don't suck, etc.

    We may switch the office over to Macs. The OS X experiment was promissing, but the platform isn't there yet. 6 Months? Hell yeah. We do PHP/Java development. The cost of the Windows machines don't even account for the hardware to have a Unix development environment to actually work in.

    Alex

    1. Re:You obviously don't earn a living coding... by Miles · · Score: 1

      If you're doing this on your own time and with your own money, then computer costs could be a determining factor. If it's a work computer--no problem with money there, but your own money? Maybe you have kids that need new clothes, instead? Or perhaps your wife's birthday is coming up? Or perhaps you just got out of college? Or perhaps you owe money for a mortgage or car loan? Or perhaps you just got laid off? Just because you can't afford to buy a new computer doesn't mean you can't or don't make a living coding.

    2. Re:You obviously don't earn a living coding... by alexhmit01 · · Score: 2

      We're talking about real development environments. Most development (including open source work) is done at work. People work on projects that their company needs. Sure, there are lots of hackers that bang out unfinished code on source forge at home, but the real work on the Linux kernel, Apache, PHP, etc., is done as part of commercial endeavors. The interesting thing is that instead of building internal tools and keeping them to yourself, you share with others and work together to build the glue you need.

      If the new development machine will save 80 hours over 2 years, you're a fool if you don't drop $3000 on a new computer.

      Most people purchasing computers aren't in the "no money," give me "free or death" crowd that frequents Slashdot. All of us were hobbyists that had a $400/year computer budget. If you start making a living with your computer, you spend the money on the tools you need to make a living and be competitive.

      Spending 8 hours playing with sound drivers on a Linux system (which I've done) is suicide in a work environment. I already ate any savings that we got by going with Linux as opposed to OS X. That's my point.

      Once your time has value, Linux on unsupported hardware isn't a bargain anymore.

      Alex

  46. And one more thing by Anonymous Coward · · Score: 0

    Bite me, moderator.

  47. Well... by Anonymous Coward · · Score: 0

    Until his mommy told him it was past his bedtime, most likely.

  48. Man, read the **cking article. by Anonymous Coward · · Score: 0

    The point of the article was not to compare OS X to PSX, you vomitous mass!

    The point was that Cocoa, and it's tools, allowed the developer in question to quickly write a utility that would have taken weeks in another environment.

    It is not a comparision of OpenGL to DirectX, it is not a 'jump to game-development on the Mac' article.

    For the love of Christ.

  49. What article did you read? by Pfhor · · Score: 3, Informative

    He actually talked about using Cocoa / OpenStep to rapidly develop a program so he could quickly and easily map the VRAM for the PSX game he was working on, instead of having to use paper and pencil. He talks about rapid application development, that leaves one with a complete program, not a hobbled together mess of copied code. He then goes on to talk about how he loaded in some of the C++ based graphics code related to the game they were using, so he could load the textures and arrange them as if his application was a PSX.

    What the article is talking about is how to use OS X / cocoa to develop back end applications for game development. OS X can also run maya and lightwave, so you got 3D rendering stuff down also. One can also spend more time using OS X to get the over all look of a game finished (UI, networking, etc.) a lot faster (and cheaper) because of Cocoa, and then after finalizing the game behavior, porting it to the more expensive and timely operating systems, such as windows.

  50. If Carmack likes it, so should you! by RevAaron · · Score: 2
    Carmack was a huge NeXT fiend. Quake and Doom were developed under NeXTSTEP, and the only reason (that he cites) he switched to NT was that it became kind of an necessity, with there not being many OpenGL-accelerated cards that worked under *STEP.

    Here you will find this lovely quote:

    If I can convince apple to do a good hardware accelerated OpenGL in rhapsody, I would be very likely to give my win NT machine the cold shoulder and do future development on rhapsody.

    More Carmack-style old pro-OS X ranting can be found here. There's a lot more around, but I gotta run. Google reveals all.

    --

    Working toward a usable PDA environment in the spirit of Newton OS: Dynapad
    1. Re:If Carmack likes it, so should you! by dzym · · Score: 1
    2. Re:If Carmack likes it, so should you! by Anonymous Coward · · Score: 0

      since he says he's only ever seen edit-and-continue on NT, I wonder how many environments he's actually used.

      About 2 by the look of it, NeXT and NT.

  51. VRAM? by Anonymous Coward · · Score: 0

    Aren't GeForce and RADEON use [DDR] SD/GRAM? Nobody used VRAM anymore because it was too expensive to manufacture. Besides, it was replaced by WRAM when Matrox Millennium came out a long time ago.

  52. Re:No fscking way by overunderunderdone · · Score: 2

    How much Cocoa/Objective C/InterfaceBuilder development have you done?

    This is not a wise-ass question. I want to know which is easier/better but want to hear the opinions of people that have used both - not just people that having used one *imagine* that it is easier than the other.

  53. Re:No fscking way by Anonymous Coward · · Score: 0

    Who the fuck uses Qt?

  54. Misconceptions by Anonymous Coward · · Score: 1, Insightful

    Sadly I must say I beleive most people posting here have not understood anything about the article. The article is not about making games for MacOSX but making the tools to make the games. Like map editors, texture encoders, character editors and other authoring... And also tools to manage the actual flow of development or help with managing ressources. The PlayStation VRAM map tool is exactly that. think of it as tool to help the team manage the VRAM on the playstation.

    That doesn't mean the game is on OS X, just that OSX is nice to build support tools for game development.

    It shouldn't come as a surprise. I remember Id made a map editor on NeXTSTEP a while back in the Doom days if I remember well... anyway... NeXTSTEP is one of the ancestors to OS X.

    I must say prototyping is indeed much much faster on OS X. And I don't feel like I am a super pro in it yet. It pays to develop the concept on OSX before developing the actual app on whatever platform you need it on.

  55. You didn't read the article either, I take it. by Anonymous Coward · · Score: 0

    The article is talking about development of console games. How many console game releases include development tools?

  56. Read the article. by CousinChimpy · · Score: 3, Interesting
    As several people who went to the radical extreme of actually reading the article have pointed out ... ;-) ... it's about developing and using internal game production tools on MacOSX, not about developing games for OSX (though that would certainly be nice too). (Case in point: The context of the article was a production tool I developed while working on a PlayStation game. Console development isn't done using consoles alone!)

    The article is not a testimonial about OpenGL performance on the Mac, nor is it a crisicism of OpenGL performance on the Mac. :-) Neither is it an endorsement of Objective-C as the best language in which to write a performance-critical game engine. (For that purpose I would personally choose either a tight subset of C++ or an OO approach to structuring C code.)

    The article is about the production process, and developing tools to aid in that process -- a domain in which I can say from experience that developer productivity is far more of a priority than getting every last drop of execution speed -- particularly if you can develop tools that will make a process more efficient for several artists/programmers: the efficiency of the development process then goes up in proportion to the number of people on the team who benefit. That's where Cocoa provides much needed leverage. Objective-C contributes to the efficiency of the development environment by being an appropriately flexible OO language for RAD. IMHO, as the article states & illustrates, it's very appropriate technology for the domain of custom application development. :-)

    CousinChimpy
    (Troy Stephens)

  57. NeXT & the Web by CousinChimpy · · Score: 1
    A favorite link of mine is Tim's w3.org page about the first WWW browser he wrote (actually, it was a browser/editor).

    To quote Tim: "I wrote the program using a NeXT computer. This had the advantage that there were some great tools available -it was a great computing environment in general. In fact, I could do in a couple of months what would take more like a year on other platforms, because on the NeXT, a lot of it was done for me already. There was an application builder to make all the menus as quickly as you could dream them up. there were all the software parts to make a wysiwyg (what you see is what you get - in other words direct manipulation of text on screen as on the printed - or browsed page) word processor. I just had to add hypertext, (by subclassing the Text object)"

    His observations regarding the productivity of NeXTSTEP development ring true for MacOSX today...

    CousinChimpy
    (Troy Stephens)

  58. metrowerks by simpl3x · · Score: 1

    codewarrior is certainly available for cross-platform development, although a bit pricey.

  59. OT: MacOS X programming jobs? by Gorimek · · Score: 1, Offtopic

    Does anyone know here I can find a MacOS X programming job in the SF area? I'm very interested in getting one, but the regular job boards I look at never have any. Is there some place on the net where such things are posted? Or are there just not any such jobs??

    My email address is in my profile.

  60. What happened to InputSprockets? by oberon656 · · Score: 2, Insightful

    If Apple would *really* like to woo game developers, they should bring Input/GameSprockets to OS X. QuickTime and OpenGL are nice, but using a mouse/keyboard for game input is jsut plain unacceptable to most gamers.

    How will I get my Money Puzzle Exchanger fix?!?!

    --
    - Brad Carps Just Another Mac Perl Hacker #!/usr/bin/l33t
    1. Re:What happened to InputSprockets? by inah · · Score: 2, Informative

      It's been replaced with HIDManager for straight OSX. InputSprocket is guaranteed only under Carbon, and the API only.

      At the last WWDC, Apple strongly encouraged HIDManager to be used instead. InputSprocket allowed for nasty, low level access which should not be available. HIDManager abstracted things out much better. There was a nice response to a request for Apple to maintain a databse of HID compliant device mappings, lifting the burden of creating configuration mappings for all those Input Devices.

      HID Manager

      Very similar situation applies to DrawSprocket.

    2. Re:What happened to InputSprockets? by pixel_bc · · Score: 1

      If Apple would *really* like to woo game developers, they should bring Input/GameSprockets to OS X.

      Sigh. No. They should face the music and license DirectX. Not a troll, just the industry reality.

  61. DirectX is still the king by Faeton · · Score: 1
    Although OpenGL is quite useful for specialized apps, it has fallen wayside to DirectX.

    A recent (and enormous) reason for this is the release of the X-Box. Being similar to the PC, and using DirectX-derived technologies, it is quite easy to port between X-Box and the PC, which are 2 huge markets now.

    Economically, DirectX is hard to beat.

    1. Re:DirectX is still the king by Anonymous Coward · · Score: 0

      You can write Xbox titles using all the hardware features with OpenGL.

      This is, of course, Nvidia's doing, not Microsoft's.

    2. Re:DirectX is still the king by Anonymous Coward · · Score: 0

      Sure, if you don't mind the moral consequences of pushing MS on everyone. I'm not saying you shouldn't make money but you don't have to do it by supporting MS.

  62. Only if Apple gets their ass in gear. by crandall · · Score: 1, Flamebait

    The main reason why Apple lost game support is because they refused to support developers.

    Anyone remember Game Sprockets? They had potential, directx style, until Apple canned them and quit supporting developers.

    Mac OS X is only a potential gaming platform if apple gets their ass in gear.

    1. Re:Only if Apple gets their ass in gear. by Spankophile · · Score: 2

      Why is this flamebait? Apple's claim to fame is changing their direction to stay "cool". They do this with their hardware and their software.

      OS X/Carbon etc is a total departure from their old APIs and OS. How can developers trust that OS Y won't wreck everything you just learned about Macs on OSX?

    2. Re:Only if Apple gets their ass in gear. by bnenning · · Score: 2
      OS X/Carbon etc is a total departure from their old APIs and OS.


      Umm, no. The entire point of Carbon is to provide most of the "Classic" Mac OS API so that developers have an easier transition to OS X.

      --
      How to solve most of our problems: 1.Lots of nuclear plants. 2.Cure aging.
  63. Re:Geforce4 today (but the slow one) by NaCh0 · · Score: 1

    But its a Geforce 4 MX. Emphasis on the MX. That means it uses the old NV17 graphics core, not the fast NV25 in the upcoming full versions of the Geforce 4 cards.

  64. That should change. by BlackGriffen · · Score: 1

    From what I understand, Apple is working on a language called Objective C++. Basically, Objective C is C with some object oriented extensions, right? Well, Objective C++ will be, if I understand correctly, C++ with dynamic typing that will make it compatible with Objective C. Once they have that...

    BlackGriffen

  65. BIN PACKING by gutier · · Score: 1


    This guy should've looked into bin packing. It would've practically automated his tedious chores to a point where he would've have to even click and drag. At least reduce it.

  66. XP Objective C API? by Corvus9 · · Score: 1
    Since the original article is about cross-platform development, and the Native Mac OS X API is written in Objective C, is there a cross-platform Objective C API?

    The other XP APIs people posted, Crystal Space and SDL, are written in C++. Now I have nothing against C++, but if Apple wants native OS X games it would be very useful to have a native, cross-platform, game API.

    I have heard of Apple's Game Sprockets project, but AFAIK this is a proprietary Mac API.

    Anyone have a suggestion for an XP Objective C game API?

  67. So use some common sense by NDPTAL85 · · Score: 0

    Macs aren't made of alien hardware. Its the same RAM, Hard drives and video cards that are used in PC's. If you want to try different ram THEN DO SO. The BIOS on a Mac is called the OF (OpenFirmware) although I doubt thats where your problems lie. Did you even try formatting the disk and re-installing the OS? In short did you try *thinking*?

    --
    Mac OS X and Windows XP working side by side to fight back the night.
    1. Re:So use some common sense by uglyduckling · · Score: 1
      Thanks for your polite reply.

      He's tried reinstalling the OS, but that hasn't made any difference. Apart from that (and correct me if I'm wrong) there's not alot we can do because the Mac warranty is case-on. If we take it to bits, the warranty is void and we have no hope of getting it fixed for free. Even when the warranty is expired, if I tinker with it and trash the logic board, it will have to go to a Mac specialist for a new one - I can't buy a new one for £100 from a shop in town.

      Don't get me wrong - I love Macs - but there is definitely an advantage in the wealth of knowledge and tinkering ability available for the x86 PC platform that isn't so easily available for the Mac.

    2. Re:So use some common sense by NDPTAL85 · · Score: 0

      Replacing the RAM, HD and video card will not void your warranty.

      --
      Mac OS X and Windows XP working side by side to fight back the night.
    3. Re:So use some common sense by uglyduckling · · Score: 1
      Well, I think that depends on the supplier we used - but you're right, I should check it out.

      I think you would still have to admit there is far more scope for tinkering with PCs and generally messing around with old/secondhand components at a reasonable price than on the Mac. Which is a good thing _and_ a bad thing of course.

  68. Hmmm by Anonymous Coward · · Score: 0

    This sounds like a racist comment about masturbation.

    1. Re:Hmmm by Anonymous Coward · · Score: 0

      Well, you see, what I meant was that black text and graphics on a white background (early Mac days) was a lot better than the puke green on black, or even the basic colors on a black background, as it makes things a little more legible, emulating the experience of reading printed text on paper. But that has no importance of this day and age, where the same AGP card (with different firmware albiet) and the same commodity monitor drive the displays of both Macs and Wintels.
      -the same Anonymous Coward as that brief blurb . . .

  69. Not quite by Esoteric+Moniker · · Score: 1

    Yes it is true that game development has been gravitating towards licensed engines because the cost of developing from scratch a AAA engine has been steadily increasing. What is NOT true is that games based on licensed engines involves "just scripting the NPCs and loading some fansy GFX" This is complete BS. Do you think that RTCW is just "some fansy GFX" slapped on the Quake 3 engine? Beyond the back-end (rendering, sound, input) everything content wise had to be created, and anyone creating a game will confirm for you that generating the content for a game is one of the most involved aspects. Did ST:Voyager Elite Forces just drop in some new models? No! The enhanced the rendering engine, implemented pretty decently intelligent bots for the single player campaign and scripted tons of events (ala Half-Life) that made the game so much more than "just" Q3 with new models and levels. This is NOT just filling in a "template" it involves editing the engine's source code to get it to do what you want. Because you do get the full source to the engine you can extend it in any way you see fit, this hardly fits with any definition of a "template" that I know of.

    Now for just a little nit-picking. It's the Unreal engine, there is no such thing as the Unread engine, you can at least get the names of your examples correct. Secondly, it's a lot not alot (2 words not one), you emphasise this but you spell it incorrectly! Third, if you're going to make sweeping generalizations about licensed engines with incorrect facts and assumptions you could at least let us know who you are. Of course I'm probably guilty now of feeding the trolls but I just wanted to sweep away a little bit of the FUD that was floating under the bridge.

    --

    man RTFM
    No manual entry for RTFM.
  70. mac games by Anonymous Coward · · Score: 0

    actually, they're all on Hotline and Carracho weeks before they hit store shelves . . .

  71. lies, damn lies, and statistics by CrackWilding · · Score: 1

    Though many have noted that the article was aimed at developers, I should note that the 4% marketshare is nearly meaningless. Consider that a huge percentage of the other 96% consist of things like server farms and office computers. No one plays games on server farms. Only fools play games at the office.

    Apple gets a much larger chunk of the home market and the educational market, which is the reason there is still any game development going on for the Mac at all.

    Incidentally, I still get upwards of 20% of visits to my websites from Mac users.

    --

    Visit sunny Knowumsayin.com, home of the pork shirt.

  72. What a mess by Ars-Fartsica · · Score: 2
    You can quite happily combine Carbon, Cocoa, the BSD layer , Java and X-Windows into the one application.

    You talk about that like its a good thing.

    1. Re:What a mess by TheAJofOZ · · Score: 2
      You talk about that like its a good thing.

      It is as long as you understand the concepts of code modularity. One application does not have to be made up of one monolithic hunk of code. Component based design allows you to easily write each component in the language that is most suitable for it, rather than having to decide on the basis of the whole application.

      Not only that, but it increases the ability to reuse code as it doesn't matter if the code is in a different language it can still be plugged into the current project as another component.

  73. Alpha Waves? by Pathwalker · · Score: 1

    Cool game - Any connection between you and the people who made Alpha Waves back in 1990?