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Why Apple Should Port Games

DanTheMan writes "For every great game there is for Mac OS X, there are at least two for Windows. It's sad, but it's a fact. This article proposes a solution, and it's for Apple to port games. By the way, since the XBox 2 will use the PowerPC G5, it shouldn't be that difficult to port future XBox games to the Power Mac G5 and the iMac, both of which are 64-bit now. Would you buy a Mac if you could play Counterstrike Source and Half-Life 2? What other games are missing from Mac OS X?"

18 of 848 comments (clear)

  1. You have got to be kidding me by sqlrob · · Score: 5, Insightful

    since the XBox 2 will use the PowerPC G5, it shouldn't be that difficult to port future XBox games to the Power Mac G5 and the iMac

    Just like it's a piece of cake porting Windows games to Linux on the x86?

    1. Re:You have got to be kidding me by Anonymous Coward · · Score: 5, Informative

      I unfortunately have to wonder what type of crack this guy was smoking. First of all, the XBox 2, is a Windows based PPC970 system. The developers kit is actually a version of Windows XP running on Power PC. This is not a miracle or surprising. If you remember, Windows NT ran just fine on PPC, MIPS, Alpha, x86 and originally on i860. XP is portable and should be no problem for Microsoft to port to anything they want to. It was designed for that in the first place.

      The key issue for porting Windows XP to another platform is the availability of PPC970 compilers. This is still a bit of an issue, but Microsoft does in fact employ one of the best non-multiprocessing compiler development teams on the market and has managed to make excellent compilers for x86, StrongARM/XScale, MIPS, Hitachi, and others. 64-bit Power PC should be quite simple compared to some others. Also, since Apple has released source to their 64-bit GCC, the basic PPC970 optimizations should be readily available to borrow and Microsoft can focus on further optimizations. .NET more than likely needed to be modified to support JIT PPC970 support, no big deal.

      So, let's think for a moment what it would take to port a Windows based XBox game to the Mac OS X PowerMac G5.

      First, the game would have to use a Windows emulation layer, or reimplement all the DirectX code to OpenGL.

      Second, .NET code will need to be ported to something local on the OS X platform or they'll have to use an open source .NET implementation such as Mono and port all the other .NET features to Mono that are missing.

      Third, all Windows API code will need to be ported to Carbon or Cocoa. Maybe they can use Qt or something else to make the job a little easier.

      Audio code will have to be ported from DirectX to CoreSound or another tool kit.

      Or... wait....

      If they port from XBox 2 to Windows XP, they keep Direct X, Direct Sound, Direct Show, Windows API, .NET, etc...

      There's no difference between porting from XBox 1 to Mac OS X and XBox 2. In fact, it's probably the same.

      Porting from XBox to Windows makes sense, but really, who would bother porting from XBox to OS X when the Mac market just doesn't pay for games anyway. (It costs a lot more to port to X unless you used OpenGL than you can possibly profit)

  2. Porting isn't that easy by tulmad · · Score: 5, Insightful

    By the way, since the XBox 2 will use the PowerPC G5, it shouldn't be that difficult to port future XBox games to the Power Mac G5 and the iMac, both of which are 64-bit now.

    Why do people think that just because two platforms run on the same processor that porting things between them is "easy". I can guarantee that the OSs used to run the two platforms are nowhere near the same, not to mention the graphics/sound/networking/etc subsystems.

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    1. Re:Porting isn't that easy by The-Bus · · Score: 5, Funny

      Well, luckily since it is a 64-bit architecture it should be no problem to run Nintendo 64 games either. Let me just solder Mario 64 to my motherboard. See, I'll sohw you, it's easy, just take the game and put it here and the---- //NO CARRIER

      --

      Small potatoes make the steak look bigger.

    2. Re:Porting isn't that easy by HeghmoH · · Score: 5, Funny

      Because slashdot is filled with idiots who think they know everything about programming, even though the largest project they've ever done is a 100-line perl script to scrape porn off the web.

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  3. Stupid. by Anonymous Coward · · Score: 5, Insightful

    Just because a platform uses the same CPU doesn't mean it'll be easy to port between them. The CPU is often the least complex part of a computer as far as interfacing with it. I mean, compare the complexity of maintaining the page tables and memory segments of an intel CPU with the complexity of dealing with something like a PCI bus controller or a GPU or a DSP. Even the software layer will be completely different on the XBox2 than what Apple uses in OSX. Moroon.

  4. Re:No because... by Karzz1 · · Score: 5, Interesting

    I can already play it on Windows, but for less money. Why would I switch?

    I tend to agree and in that same line of thought, what about Linux? Supposedly Linux now outnumbers Macs on the Desktop and the cost of Linux is even lower than Windows. With the things that x.org and friends are doing, is there some technical hurdle that opengl et al cannot compete on? It seems to me that Linux would be a better target financially as it is exhibiting growth in the market place unlike the number of Macs being used which has somewhat stagnated. Just a thought.

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  5. Would I buy one? by baryon351 · · Score: 5, Funny

    Would you buy a Mac if you could play Counterstrike Source and Half-Life 2?

    No, I already bought a mac for its existing great games. I've nearly completed Photoshop CS. The end guy is hard.

  6. In the case of HL2, a port would be too much work by ShinSugoi · · Score: 5, Interesting

    Considering how closely the Source engine is tied to DirectX, it's unlikely that it would be easy to port it to another OS.

    While the HL2 leak had support for OpenGL rendering, the current version of CS: Source does not even allow you to choose that. You're probably looking at a near-total rewrite if you want to run HL2 on another OS that doesn't support MS' APIs.

  7. Open vs. Closed by pertinax18 · · Score: 5, Insightful

    I think porting games to OS X will do little to convince gamers to move to that platform. I think one of the biggest reasons that gamers prefer the PC platform (other than the vastly superior game library) is the open nature of the hardware platform. Upgrades and additions are easily made, if a gamer wants to go out and buy the newest ATI or NVIDIA card they can just do it, no need to buy a completely new iMac or expensive upgrade through the Apple store.

    More importantly, if a gamer wants to get a new motherboard or processor it is just as easy, this simply is not possible with the Apple platform. And there is choice in the PC market, Intel v. AMD, NVidia v. ATI, and the gamer makes the choice not Apple.

    Despite the superiority of OS X, and I would say that most Windows users would not deny this, Apple simple is not a good platform for gaming. If gamers want a closed system that they have to buy a new one to upgrade (i.e. iMac) they will be way better of with an XBOX or PS2 or other console system, it certainly will be an order of magnitude cheaper. The open hardware of the PC platform just appeals to gamers and their custom-loving, fastest-craving attitude.

  8. Re:No because... by mp3phish · · Score: 5, Informative

    "With the things that x.org and friends are doing, is there some technical hurdle that opengl et al cannot compete on?"

    Yes, very much so. Nvidia and ATI refuse to release full featured OpenGL drivers on the linux platform. DoomIII runs about 20% slower on linux because of nvididia drivers, ATI cards won't even PLAY doom3. UT2k4 is on linux, but it rusn slower because yet again, nvidia's poor quality drivers.

    Ati BTW doesn't even have released versions of opengl drivers for linux, so they are even farther behind.

    So far today, the only games coming out for linux are the ones who have authors who write cross platform games anyway. You won't start seeing ANY type of reasonable effort put into porting to linux from other game manufacturers until there is a reliable and fast driver for both ATI and nVidia cards.

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  9. Re:No because... by Zixia · · Score: 5, Insightful

    Uh, yes. But you are missing the point slightly; when asked if people would switch to the Mac platform, for whatever reason, a lot of the time the reason for not switching is that the person wants to play games, which just aren't available in the same quantity on the Mac as they are on the PC. If there were just as many games on the Mac as there were on the PC, this reason would no longer exist.

    The question therefore is that if this were the case, and the games available on both platforms were the same, would you switch from using Windows to getting a Mac?

  10. Re:Superior? At what? by MoneyT · · Score: 5, Insightful

    Is a Mac 'superior' at surfing the Internet? No.

    Yes. With the advent of always on connections, the existance of worms began an increase the likes of which has never been seen before. Taking a windows PC and plugging it into any network connection that isn't behind your own firewall runs the risk of an infected computer in 5 minutes or less. To safely surf the internet on a PC you need at least, a firewall, virus scanner, ad aware or similar program, and a decent popup blocker. To do the same on a mac, you just need, well, a mac.

    Now, you may argue that having virus protection and ad aware is just a minor step that users should know anyway, and I would say that indeed they should know it, but why waste system resources on such things?

    Is a Mac 'superior' at sending/recieving email? No.

    Again the answer is yes. A windows PC by default would download and activate embedded programs and files in emails, causing mass spreads of viruses. Again, further indoctrination of users to safe habits is always useful, but once again, the mac doesnot run these by default, and even if it did, it couldn't execute them.

    Is a Mac 'superior' at performing standard office taks? (Make a spreadsheet, text document and so on.) Again, no.

    This is once again another yes answer. Behavior on macs is very consistant through all applications, and simple basic features of the mac are shown to increase your effectiveness. It's probably not a largely noticeable difference in the application itself (infact I would argue that there's little difference if any there) but a system which lends itself to easily and effectively getting work done out of the box will shave time off of your activities.

    Even non-professional and professional photo editing can be performed very adequetely on a Windows Based PC.

    The key word here is adequetely. With a mac, it can be performed well. Infact, all the basic tools are included with the system, not only Photo, but video, DVD production, music production, all part of the basic tool set.

    Sure, you might see some speed increase for some photo editing tasks on a Mac, but from what I have seen, shaving 10 seconds here and there, upwards of a minute here or there, means nothing to *home* users.


    You underestimate what time means to a home user. Every 2 seconds wasted searching for a feature that isn't where it's supposed to be, every minute spent deciphering an error, every 30 seconds spent doing a mindlessly repetative series of steps that should be automated is a large chunk of time, and that time adds up to frustration.

    There is a reason people beyond just geeks are beginning to seek an alternative to windows. It's no longer just "the way computers are" Computer users are beginning to realize that we can do better.

    --
    T Money
    World Domination with a plastic spoon since 1984
  11. DirectX for OS X by lonely · · Score: 5, Informative

    Ahem, perhaps you didn't check very hard:

    http://www.coderus.com/

    This has been out for a while, for porters only granted; but that is a big step.

  12. [+5 Cynical] by bay43270 · · Score: 5, Insightful

    I know /. just eats up this kind of cynical jealousy of the upper middle class, but your post takes generalization to a whole new level.

    Do you really think people go to starbucks to look cool? Do you think people use the headphones that came with their iPod because it's more prestigious than upgrading? Grow up. Most decisions people make follow the path of least resistance. What you fail to realize, is that people with disposable income have a different path of least resistance than you do.

    If you made six figures, didn't have any children, and didn't know or care much about coffee, why would you make your own just to save $1 a day? If you buy an MP3 player to play over compressed hip-hop mp3s and you don't know/care about what audiophiles think, why would you do research to save $20 on headphones? Why would someone spend $3000 on a mac and hook it up to a Sony monitor just to save $100?

    Yes, style makes the sale, but convenience, and indifference keeps them coming back. I can only guess the moderators chose Insightful because there was no moderation for Cynical.

  13. Sigh... How many times do I have to say this? by Svartalf · · Score: 5, Informative

    Stop and think for a long moment...

    DirectX compatibility is only needed if you're simply recompiling for a new target. Most games abstract out the DirectX layer for their engine so they're not dealing with it directly (You'd be stupid to do anything else, really...) therefore it's only a small effort to provide a comparable OpenGL specific layer. Once you've done that, that's one less thing. Typically, most games are using FMOD, Miles, or SDL/OpenAL for their sound. That means the sound is taken care of. It's a minimal effort to make a version of user input code for SDL (your Linux and MacOS X choice...) to replace your DirectInput code. There's several cross-platform choices for network support and while it's an effort to make something work as a replacement for DirectPlay code, it's been done (I know, I've done it myself and helped produce a minimal wrapper layer to allow several pieces of code simply recompile for Linux.) What you speak of simply isn't really much of an impediment for anything except the smallest development studios producing valueware as they're coding strictly to DirectX because it costs them nothing at all.

    The biggest impediment for most studios, typically, for going to PPC is that most games make assumptions about the order of bytes, etc. that are far, far removed from best practices. Assumptions that make for difficult migration of code. The same goes for going from 32 to 64 bits- many developers do things like assume pointers are the same size as ints and proceed to interchange them liberally.

    If you're making a game for PPC64, those impediments go bye-bye for making a MacOSX game- and since MS is going to probably be suggesting that the games be made available for XP on x86, the code's probably going to be endian neutral as well.

    --
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  14. Re:What the Mac REALLY needs... by ThousandStars · · Score: 5, Insightful
    Apple's not eager to get in the game market because Apple is already gobbling up more and more of the Mac ecosphere, which means they're leaving less room for third party developers -- and third parties in general. (For example, their retail stores are cutting out the independent Mac shops that once kept the company alive.) The OS feature list often assimilates good third-party ideas, while pro stuff like FCP and Logic are now produced by Apple. As a result, the platform gets fewer of the independent, mid-sized companies that might otherwise write revolutionary software.

    Likewise, if they get in the game market, the ISVs who currently port and make games might just say "fuck it" and throw in the towel. MS can get away with having an independent game unit because of the vast market for Windows games, but I don't think Apple has that luxury.

    Finally, the fact is that developing great games takes a huge amount of time and money, and without the potential to sell copies to 90% of the market, I think game development would just be a money pit for Apple.

    The chief problem I think Apple faces is getting more developers working on their platform, and if Apple itself keeps sucking up more of the same dollars, then developers aren't going to write for the platform.

  15. This is more complicated than that. by netfunk · · Score: 5, Insightful

    Hi, I was the one that ported Unreal Tournament 2004 to the Mac...among other games. I'm probably qualified to speak to this.

    There's an urban legend that Apple has a zero-tolerance policy for games. If you're an Apple employee writing a video game in your spare time, that's grounds for dismissal. Rumor is that this is not enforced, but still in the employee manual (or stone tablets outside 1 Infinite Loop or something).

    This is probably not true, but it says a lot about the culture at Apple. Games are not in the business plan. At all. Since the Apple II was so wickedly ahead of everyone else in terms of game capabilities, a lot of people saw it as a "game system" or...well, a toy. Funny how that sort of thing blows up in your face, huh? So there's a historical bias against it at the upper levels. It's a flinch reaction. Several layers of upper management are going to have to retire or die (or both) before this attitude changes.

    That being said, this article is pitching a silly (and unoriginal) idea. It's hard enough trying to evangelise the Mac to game publishers, but it gets even harder when Big Publisher starts asking the very legitimate question: "How come Apple put time, money, and manpower into porting Half-Life 2 and wants me to shoulder the port for my own title?"

    A fair question, to be sure. Other results would be less concern at the original gamehouse for portability (we'll let Apple fix that) and the choking off of the few companies that are actually doing this today. Oh, and we haven't even gotten to the "could this even be profitable for Apple" question yet.

    That being said, here're a few things Apple CAN be doing:

    1) Get more developer relation people that do nothing but deal with games. These are the people game developers call when they need something done...OS bugs that need someone to fight for developer priority, hardware access, questions about marketing your product and general connecting of the right people. They also go to game developers/publishers to pitch the Mac and encourage them to see a profitable business model in Apple's platform. Apple used to have two of these people working this job. They now have one. I would bet that they'll have zero before 2005 is over. I suspect that the position is the red-haired stepchild of the company. I respect Rich for every day he gets up and continues to choose to go to work.

    2) Backport OpenGL fixes. Apple's GL team is top-rate, but once they are working on a new release, you are out of luck. This is company policy, not the GL team's fault. Let me illustrate this for you. Right now you might be desperately trying to get a game running for Christmas, ported from a DirectX9-based game, and lo and behold, you find that a Pixel Shader you moved over to GL_ARB_vertex_program triggers a kernel panic in OSX. You get the team to look at it promptly, thanks to that one devrel soldier who's still standing, and it gets fixed, but the fix is rolled into Tiger.

    Well, Tiger's not shipping for 6+ months, and you ain't shipping this Christmas. And when you do ship, you'll be telling a bunch of people that you need to buy a 150$ upgrade to the OS to play. This is more acceptable for Big Name Games, since somehow people will swallow this, albeit unhappily, when it's UT2004 or World of Warcraft. Will they swallow it for an indie game that's a 15 dollar, online-only purchase?

    I'll be fair and say that, as far as I can tell, the overwhelming majority of Mac users upgrade to the latest OS anyhow, because generally the MacOS upgrades have been significantly compelling. When I screw up a Linux build in the year 2004 and a game stops running on a Red Hat 6.0 install from 1999, I get angry email. When ut2003 required people to upgrade to Jaguar, I never got a single bug report or complaint. Figure that one out. Still, if there is no upgrade path at all, you're timetable gets screwed. Put that shit in Software Update, Apple!

    3) Give out free hardware, and give it out gratuitously. The Games Department (t

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