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Open Source Mac Game Programming Competition

Geert Poels writes "The uDevGame Mac Game Programming Contest was established by iDevGames in 2001 to energize game development on the Apple Macintosh platform. With the 2002 edition launched only two weeks ago, already 42 games have entered the competition. Most notable about this competition isn't the impressive collection of prizes worth $11,000 but rather the obligation for all participants to submit all source code. This kind of competition is groundbreaking for the Mac community in every way."

8 of 187 comments (clear)

  1. Re:Open Source? For the Mac? by Anonymous Coward · · Score: 1, Insightful

    This will work, because Open Source games have been SO successful. So why not try writing them for NON-popular architectures?

  2. Re:Amazed by PZMyers · · Score: 2, Insightful

    I'm amazed, too. Why did you bother to comment here when you clearly know nothing about Macs?

    There is a good, solid gaming industry for Macs. We don't usually get the games quite as promptly, and we don't see the less popular, marginal games from the PC world being ported over at all, but there is no dearth of good games available. Right now, my kids are playing various incarnations of the Sims, Black & White, Unreal, Age of Empires, etc...they have more games available than I can keep track of, at any rate.

  3. Re:Amazed by eric+peterson · · Score: 3, Insightful

    Apple did their level best to discourage game development on the Mac, early on. They were worried about it being perceived as a game machine (as the IIc was) rather than a serious business computer (like IBM's entry offering). To that end, they managed development on the platform much like Sony and other console developers do today; access to technical documentation, development systems, and serious tools (C compilers, assemblers, etc.) was tightly controlled. You had to submit a project proposal and have it approved, and proposals for games were decidedly not welcome.

    Not surprisingly, it worked.

    Tech docs weren't available for the Mac until several years later, when the PC game market was already well established. The Mac was also somewhat hampered by the closed architecture and need for approval from Apple before marketing hardware - you couldn't just develop a zany 3D-accelerator video card because you wanted to - until the PC had practically conquered the market.

    Of course, almost none of these reasons apply today - you can easily get the latest GeForce for your Mac - but there is a great deal of inertia in the industry, and the smaller userbase doesn't help. There is also a viscious circle at work here: because of the lack of games, Mac owners didn't buy their systems to play games, and aren't perceived as game buyers.

  4. Mac hardware wasn't up to the job by realmolo · · Score: 2, Insightful

    Not that it was WEAK, but until Direct X started being used for almost every game, most games were written to directly control VGA cards at the register level. This gave good performance that wasn't possible in a GUI environment, because of the overhead of having to use inefficient APIs to draw everything.

    Well, Macs never had the option of directly controlling the video card registers. It wasn't allowed. You had to use QuickDraw to do everything.

    With 3D accelerated games, and cards to support them, it was finally possible to do a Mac game decently, since OpenGL could be used to control the 3D card directy, mostly avoiding QuickDraw and all that overhead. There was also the short-lived GameSprockets API, that never really caught on, and as far as I know isn't used/supported by Apple anymore. There STILL isn't a good way to do 2D games on a Mac. And by good, I mean efficient and hardware accelerated.

  5. Games in general these days by geek · · Score: 2, Insightful

    Suck.

    I remember years ago, you didn't have to worry much about whether a game would run on your system. Devs are pushing the envelope so far that it's out of reach for 90% of all consumers, Mac and PC alike.

    Most people regardless of their platform still use PC's with 500mhz processors or slower. However the specs for games such Doom3 are outrageous.

    Devs used to care about a good storyline, exciting game play etc. Now it's all about who gets the best framerates, what game has the prettiest textures. I don't care what the game looks like anymore, thats all window dressing. I want a game that's FUN.

    I happen to be a mac user and I can attest that when/if a game is ported to the Mac from the PC, it's usually a great game. You see far less junk on the Mac. The downside is we usually see the games a year or 2 later.

    I play WC3 and AvP, other than that I stick with the console where I'm not locked into an "upgrade path" every six months. I don't care what the latest and greatest is. I want value out of what I own NOW.

    1. Re:Games in general these days by Powercntrl · · Score: 4, Insightful

      Devs used to care about a good storyline, exciting game play etc. Now it's all about who gets the best framerates, what game has the prettiest textures. I don't care what the game looks like anymore, thats all window dressing.

      Should I post this as anon to avoid burning karma? Nah.

      The reason developers now make games that are all about framerates and pretty textures? It sells. The gamers that open their wallets and fork over the green decide where game development is heading.

      Maybe it was cheaper to develop a game back in the hayday of "adventure games that actually had a plot", maybe all these "give me a good plot not fancy graphics" whiners aren't putting their money where their mouth is, maybe there's just a much better return on FPS/eyecandy games. Whatever the reason, every once in awhile you still see a game comes out that tries to revitalize the adventure game genre and it experiences lackluster sales.

      Usually the most common excuse I've seen is that the new adventure game doesn't live up to the legacy of the older games everyone remembers from when the genre was still alive and kicking. The reason is there was a lot more competion to make a good game back then... Now, adventure games are almost a lost art and it will probably take a few tries before some competion builds back up. It means people will have to fork over some money for some lousy games in order to convince more developers that adventure is still a viable genre.

      Course, open source changes the rules a bit. Seems though that most open source games are limited to emulators, software versions of board/card games and Tux racer. If the open source community picks up the adventure game genre, it would sure be an interesting thing to see.

      --

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      DRM is like antifreeze, to the MPAA/RIAA it's sweet, to the consumers it's poison.
    2. Re:Games in general these days by Perdo · · Score: 3, Insightful

      Warcraft III.

      What is its framerate?

      What is its unit sales?

      Framerate does not sell games.

      There was Grim Fandango, Gabriel Knight and Monkey Island... Then online gaming really picked up. Adventure gaming died because your "opponent" is the person who set the puzzle. The puzzle never changes. Compare that challenge to evolving strategies of online opponents.

      Games sell because of challenge. Play Counterstrike for three years and what challenge is there? A bunch of other people who have also been playing for three years.

      Play Grim Fandango for 3 years and you have played Grim Fandango for three years.

      Challenge not Framerate.

      --

      If voting were effective, it would be illegal by now.

  6. Re:SDL can be *natively* compiled on Mac OS X by joto · · Score: 3, Insightful
    I am starting to come to the conclusion that being incredibly dense is almost like a requirement for being on slashdot.

    You don't need Objective C to run "natively" on Max OS. You can also use Java (Mac OS X at least), assembler, C, C++, Pascal, or anything else. If your application only uses SDL and standard C/C++ calls, there is no reason to "wrap" anything in some other language.