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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."

15 of 187 comments (clear)

  1. Re:Games for MAC? by cscx · · Score: 3

    If games like TuxRacer could so easily be ported to DirectX, I don't see why it could'nt be ported to Mac OSX... oh wait, it has!

  2. 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.

  3. What a coincidence by superpeach · · Score: 3, Funny

    I just saw this link from NTK. Parody of some Apple advert or something aparently.

  4. Nit picking but... by MisterBlister · · Score: 3, Interesting

    If developers use the "uDevGame License", which is one of the license options for this then their game isn't really Open Source as defined by the OSI (and it certainly isn't Free Software)..

    1. Re:Nit picking but... by Griggs · · Score: 5, Informative

      The uDevGame license was created because truly open-source or free software is a concept some Mac developers haven't learned to embrace yet. In a nutshell the license tries to ensure that code is used for educational purposes (figure out how they did it) rather than just used. This also makes possible commercial development of the game more of a possibility, an issue that was important to some potential entrants. However we also give most of the traditional licenses (GPL, etc) as options, and they are being used. Griggs Webmaster of iDevGames.com

  5. game collection by lingqi · · Score: 3, Funny

    I think somebody should port Solitare and FreeCell to Mac. FreeCell already got the name figure out -- or would that be OpenFreeCell? FreeFreeCell? hmm...

    but anyway. I swear Jobs can increase Apple's market share by 300% if he included Solitare with it. I mean, a windows machine usually spend 50% of its useable life on that program.

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    My life in the land of the rising sun.

    1. Re:game collection by victim · · Score: 3, Interesting

      MacOS used to come with Eric's Solitaire way back in the system 8 or 9 days. It only played a few types of games unless you forked over some cash, but the game play was beautiful. You just sort of grabbed the cards and flung them where you wanted them and they zipped into place. Very natural. Always amazing to see other solitaires don't do it that way.

      Disclaimer: maybe windows' solitaire does this. I've never played it. I speak of the one's in Debian and freely available for the mac.

  6. Re:Lame prizes by MalleusEBHC · · Score: 3, Funny

    Considering that you think 44k-66k is good money for a developer, I'm gonna take a shot in the dark and say you aren't from California.

  7. For those who can't code on mac by jukal · · Score: 3, Informative

    Here is a good substitute for the competition :)

  8. Re:Mac hardware wasn't up to the job by Tokerat · · Score: 3, Informative

    ...because of the overhead of having to use inefficient APIs to draw everything.

    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

    QuickDraw takes advantage of any QuickDraw accelerated video cards, and many of the Mac-specific cards supported this until 3D acceleration become popular.

    QuickDraw is VERY fast (250Mhz machine, 22FPS full screen with CopyBits()).

    GameSprockets is still a part of Mac OS X today, although it's mostly used to do screen resolution changes.

    Ever seen SpriteWorld?

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    CAn'T CompreHend SARcaSm?
  9. 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.

  10. 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.
  11. Re:Lame prizes by Griggs · · Score: 4, Informative

    This is a contest, not an attempt to hire cheap labor!

    We have considered running it without prizes, but there is no reason why we can't help good developers along by giving them tools they may need.

    It's not necessary to work full-time on a game. Indeed Mac game programming is a hobby rather than a profession for most iDevGames users.

    The contest is fun and somewhat challenging for developers, mostly for the fun of it, but we do have some good prizes too.
    The Mac community gets some cool new games to play, source code to learn from, and probably more skilled developers.

    BTW, for uDevGame 2001 we had only $4200 in prizes, but we still had 24 entries. Now, thanks to the generous support of various companies we have more than doubled our prize pool.

  12. Re:Amazed by MoneyT · · Score: 5, Funny

    Right....

    So WC3, RTCW, Unreal, UT, Q3, Civilization, Max Payne, Deus Ex, Jedi Outcast, those aren't games. No those are decoration. The real games are on PC, you know, like WC3, RTCW, Unreal, UT, Q3, Civilization, Max Payne, Deus Ex, Jedi Outcast. Oh wait a minute, those are the same games... whoops

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    T Money
    World Domination with a plastic spoon since 1984
  13. 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.

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